Files
UnrealEngine/Engine/Plugins/Developer/FieldNotificationTrace/Source/FieldNotificationTraceEditor/Private/FieldNotificationRewindDebugger.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

38 lines
1.3 KiB
C++

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