Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Private/Debugger/StateTreeTraceModule.cpp
2025-05-18 13:04:45 +08:00

31 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#if WITH_STATETREE_TRACE_DEBUGGER
#include "Debugger/StateTreeTraceModule.h"
#include "Debugger/StateTreeTraceProvider.h"
#include "Debugger/StateTreeTraceAnalyzer.h"
#include "Debugger/StateTreeDebugger.h" // Required to compile TArray<UE::StateTreeDebugger::FInstanceDescriptor> from StateTreeTraceProvider
#include "TraceServices/Model/AnalysisSession.h"
FName FStateTreeTraceModule::ModuleName("TraceModule_StateTree");
void FStateTreeTraceModule::GetModuleInfo(TraceServices::FModuleInfo& OutModuleInfo)
{
OutModuleInfo.Name = ModuleName;
OutModuleInfo.DisplayName = TEXT("StateTree");
}
void FStateTreeTraceModule::OnAnalysisBegin(TraceServices::IAnalysisSession& InSession)
{
const TSharedPtr<FStateTreeTraceProvider> Provider = MakeShared<FStateTreeTraceProvider>(InSession);
InSession.AddProvider(FStateTreeTraceProvider::ProviderName, Provider);
InSession.AddAnalyzer(new FStateTreeTraceAnalyzer(InSession, *Provider));
}
void FStateTreeTraceModule::GetLoggers(TArray<const TCHAR *>& OutLoggers)
{
OutLoggers.Add(TEXT("StateTree"));
}
#endif // WITH_STATETREE_TRACE_DEBUGGER