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# What is logged and where:
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* In ``StudyFramework/StudyRuns/LastParticipant.txt`` always the last participant that the study was executed and some information on that run is stored.
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* In ``StudyFramework/StudyRuns/Participant_[i].txt`` The conditions planned/executed for participant i are stored as json.
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* In ``StudyFramework/Results/LogParticipant_[i]`` comments (with a preceeding '#'), events (Start condition..) and reported dependent variable values are logged
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:warning: is the above still true? needs extension? :warning:
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* In ``StudyFramework/Results/Phase_[...].csv`` holds for each phase the data of all participants. This is in a format to easily use in statistics tool like ``r``.
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* In ``StudyFramework/Logs/SFLog.txt`` all logs generated by the study framework in the last run of Unreal are gathered (mainly for debugging).
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---
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**POST-RESTRUCTURING**
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# What is logged and where:
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* In ``StudyFramework/StudyRuns/LastParticipant.txt`` always the last participant that the study was executed and some information on that run is stored.
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* In ``StudyFramework/StudyRuns/Participant_[i].txt`` the conditions planned/executed for participant i are stored as json.
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* In ``StudyFramework/StudyLogs/ParticipantLogs/LogParticipant-[i]`` comments (with a preceeding '#'), events (Start condition..) and reported dependent variable values are logged
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... | ... | @@ -26,7 +14,7 @@ Currently, you can log the position and rotation of actors and components with a |
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- **LogName** is the name that will associated with the log, if left empty, the id name of the actor will be used
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- **LogTimer** specifies the logging frequency in Miliseconds. So if set to 20, it will write a log 50 times per second. **Note:** The maximum frequency possible is the frame rate the game runs at. 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 enter ``0``.
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The information will be written out as tab-separated values into a file in the ``StudyFramework/StudyLogs/PositionLogs/``-directory of your project.
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The information will be written out as tab-separated values into a file in the ``StudyFramework/StudyLogs/PositionLogs/``-directory of your project. **Note:** 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 them to logging in each map (see "Tip" below).
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### Example: Logging the Position of the Player in VR
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The player position is a bit of a special case, as the movement of the HMD only affects the Head component of the ``VirtualRealityPawn`` actor that is controlled by the player. So to log the player position we need to add the Head component of the ``VirtualRealityPawn`` actor to logging.
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... | ... | @@ -39,7 +27,7 @@ If the ``VirtualRealityPawn`` actor does not a have a Blueprint associated with |
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Now we can edit the Blueprint.
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> **Tip:** If we use this actor in multiple levels (for example the VRPawn), we can use this loggable version in every level. Simply replace the actor with the new "loggable"-actor. The settings specified in the blueprint will then affect all instances in all levels of that actor. If we want to use different logging settings per actor in different levels, we have to create a new blueprint per level.
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> **Tip:** If we use this actor in multiple levels, we can reuse this loggable version in all of those levels. Simply replace the actor with the new "loggable"-actor. The settings specified in the blueprint will then affect the instances of that actor in all levels. If we want to use different logging settings per actor in different levels, we have to create a new blueprint per level.
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#### Using the Blueprint to add VRPawn Head-Component to Logging
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- In the ``Blueprint Editor`` window, open the ``Event Graph``
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