... | @@ -21,7 +21,7 @@ The information will be written out as tab-separated values into a file in the ` |
... | @@ -21,7 +21,7 @@ The information will be written out as tab-separated values into a file in the ` |
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- The maximum possible logging frequency is the game's frame rate. So if the frequency of the recorded values is lower than what you set it at, it is probably limited by the frame rate. If you want frame-by-frame position logging, simply set the LogTimer to `0`.
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- The maximum possible logging frequency is the game's frame rate. So if the frequency of the recorded values is lower than what you set it at, it is probably limited by the frame rate. If you want frame-by-frame position logging, simply set the LogTimer to `0`.
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- When an actor/component is added to logging on one map, this will **not** automatically transfer to the other maps. If you want to track a component's / an actor's movements in all maps, you have to add it to logging in each map (see "Tip" below).
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- When an actor/component is added to logging on one map, this will **not** automatically transfer to the other maps. If you want to track a component's / an actor's movements in all maps, you have to add it to logging in each map (see "Tip" below).
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- The logging is only active when a condition is active (namely **not** while fading in / fading out), even though the player can still interact with the game during the fading process. The length of the fade can be specified in the StudySetup object settings (see [HowToUse - Further Setup Options](/HowToUse#further-setup-options)).
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- The logging is only active when a condition is active (namely **not** while fading in / fading out), even though the player can still interact with the game during the fading process. The length of the fade can be specified in the StudySetup object settings (see [HowToUse - Further Setup Options](/HowToUse#further-setup-options)).
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- You can optionally also log custom data into the position log file, like the status of a character. For that attach a ``USFLogCustomDataComponent`` to the actor/component you want to log and then add this ``USFLogCustomDataComponent`` to the logging. This component has a member variable ``CustomData`` which you can fill (potentially with more data, then just separate entries in the string by ``"\t"``).
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- You can optionally also log custom data into the position log file, like the status of a character. For that attach a ``USFLogCustomDataComponent`` to the actor/component you want to log and then add this ``USFLogCustomDataComponent`` to the logging instead. This component has a member variable ``FString CustomData`` which you can fill (potentially with more data, then just separate entries in the string by ``"\t"``).
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### Example: Logging the Position of the Player in VR
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### Example: Logging the Position of the Player in VR
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