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View Code? Open in Web Editor NEWSemantic logger plugin for Unreal Engine
Home Page: http://robcog.org/
License: BSD 3-Clause "New" or "Revised" License
Semantic logger plugin for Unreal Engine
Home Page: http://robcog.org/
License: BSD 3-Clause "New" or "Revised" License
When FinishImpl is called from destructor, GetWorld() return nullptr. Should I remove this from destructor?
void ASLSymbolicLogger::FinishImpl(bool bForced)
{
if (bIsFinished)
{
UE_LOG(LogTemp, Warning, TEXT("%s::%d Symbolic logger (%s) is already finished.."),
*FString(__FUNCTION__), __LINE__, *GetName());
return;
}
if (!bIsInit && !bIsStarted)
{
UE_LOG(LogTemp, Warning, TEXT("%s::%d Symbolic logger (%s) is not initialized nor started, cannot finish.."),
*FString(__FUNCTION__), __LINE__, *GetName());
return;
}
EpisodeEndTime = GetWorld()->GetTimeSeconds();
It would be nice to add LevelInfo properties at BeginPlay(), so I suggest taking the following code from void ASLRuntimeManager::PostInitializeComponents()
and move it to void ASLRuntimeManager::BeginPlay()
// Add level info to the metadata
for (TActorIterator<ASLLevelInfo> InfoItr(GetWorld()); InfoItr; ++InfoItr)
{
for (const auto& PropItr : InfoItr->LevelProperties)
{
EventDataLogger->AddMetadataProperty(MakeShareable(new FOwlTriple(PropItr)));
}
break;
}
That way users are able to add LevelInfo properties depending on certain conditions instead of editing the LevelInfo in the editor.
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