qa(diag): gate spawn/input setup logs behind gigline.SetupLogs cvar (default off)
TODO item: remove/gate the TEMP QA diagnostics. The GigLine SIM/GROUND probes were already removed (PR #8); what remained was the settle-timer log and the GigLine IN: input-setup logs. Now gated behind a TAutoConsoleVariable (gigline.SetupLogs, default 0 in DefaultEngine.ini [ConsoleVariables]), so a shipped build's log has no setup spam; re-enable at runtime with 'gigline.SetupLogs 1'. The -qaselftest QA logs are a deliberate release-check feature (Docs/release-checks.md) and stay ungated. Verified on the packaged build: 0 setup-log lines, QA suite still all PASS.
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@@ -15,6 +15,11 @@ TransitionMap=/Game/Hollywood/DemoMap
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; static lighting outright — nothing to build, no warning.
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r.AllowStaticLighting=False
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[ConsoleVariables]
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; Dev diagnostics (spawn/input setup logs) are off by default in shipped builds.
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; Re-enable at runtime: `gigline.SetupLogs 1`.
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gigline.SetupLogs=0
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[URL]
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GameName=GigLine
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@@ -15,6 +15,14 @@
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#include "Misc/CommandLine.h"
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#include "Misc/Parse.h"
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// Development-only diagnostics for the walkable demo. These describe the spawn
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// and input setup and are not needed in a shipped build's log spam; disable
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// with `-NoGigLineSetupLogs` (or set the cvar in release config).
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static TAutoConsoleVariable<int32> CVarGigLineSetupLogs(
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TEXT("gigline.SetupLogs"),
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1,
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TEXT("Log GigLine spawn/input setup diagnostics (0=off, 1=on)."));
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AGigLineCharacter::AGigLineCharacter()
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{
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PrimaryActorTick.bCanEverTick = false;
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@@ -102,15 +110,18 @@ void AGigLineCharacter::LoadInputAssets()
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ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer()))
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{
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Subsystem->AddMappingContext(MappingContext, 0);
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
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*MappingContext->GetName());
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if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: pushed mapping context %s"),
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*MappingContext->GetName());
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}
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}
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else
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else if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: no enhanced input subsystem on local player"));
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}
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}
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else
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else if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: no PlayerController at LoadInputAssets"));
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}
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@@ -143,8 +154,11 @@ void AGigLineCharacter::BeginPlay()
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StartLocation = GetActorLocation();
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StartRotation = GetActorRotation();
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GetWorldTimerManager().ClearTimer(this->SettleHandle);
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UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
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StartLocation.Z);
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if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
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StartLocation.Z);
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}
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}
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}
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}, 0.25f, true);
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@@ -410,12 +424,15 @@ void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
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Input->BindAction(JumpAction, ETriggerEvent::Started, this, &AGigLineCharacter::StartJump);
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Input->BindAction(JumpAction, ETriggerEvent::Completed, this, &AGigLineCharacter::StopJump);
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}
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
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(Input ? 1 : 0),
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MappingContext ? TEXT("ok") : TEXT("nil"),
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MoveAction ? TEXT("ok") : TEXT("nil"),
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LookAction ? TEXT("ok") : TEXT("nil"),
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JumpAction ? TEXT("ok") : TEXT("nil"));
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if (CVarGigLineSetupLogs.GetValueOnGameThread())
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{
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UE_LOG(LogTemp, Log, TEXT("GigLine IN: bound %d actions; ctx=%s move=%s look=%s jmp=%s"),
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(Input ? 1 : 0),
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MappingContext ? TEXT("ok") : TEXT("nil"),
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MoveAction ? TEXT("ok") : TEXT("nil"),
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LookAction ? TEXT("ok") : TEXT("nil"),
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JumpAction ? TEXT("ok") : TEXT("nil"));
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}
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}
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namespace
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