38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "FieldNotificationRewindDebugger.h"
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#include "FieldNotificationTraceProvider.h"
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//#include "IGameplayProvider.h"
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namespace UE::FieldNotification
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{
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void FRewindDebugger::Update(float DeltaTime, IRewindDebugger* RewindDebugger)
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{
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const TraceServices::IAnalysisSession* AnalysisSession = RewindDebugger->GetAnalysisSession();
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TraceServices::FAnalysisSessionReadScope SessionReadScope(*AnalysisSession);
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const FTraceProvider* TraceProvider = AnalysisSession->ReadProvider<FTraceProvider>(FTraceProvider::ProviderName);
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//const IGameplayProvider* GameplayProvider = AnalysisSession->ReadProvider<IGameplayProvider>("GameplayProvider");
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const TraceServices::IFrameProvider& FrameProvider = TraceServices::ReadFrameProvider(*RewindDebugger->GetAnalysisSession());
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TraceServices::FFrame Frame;
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if (FrameProvider.GetFrameFromTime(ETraceFrameType::TraceFrameType_Game, RewindDebugger->CurrentTraceTime(), Frame))
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{
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// each tick update the UMG Preview Window with what we are trying to debug
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}
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}
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void FRewindDebugger::RecordingStarted(IRewindDebugger*)
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{
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UE::Trace::ToggleChannel(TEXT("FieldNotificationChannel"), true);
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}
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void FRewindDebugger::RecordingStopped(IRewindDebugger*)
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{
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UE::Trace::ToggleChannel(TEXT("FieldNotificationChannel"), false);
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}
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} // namespace
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