Character walking is fixed, using the new Movement Component State model.

This commit is contained in:
2026-02-14 00:24:52 -05:00
parent 107cb57b66
commit 96256d7836
10 changed files with 61 additions and 19 deletions

View File

@@ -575,6 +575,23 @@ UK2Node_FormatLogMessage::UK2Node_FormatLogMessage(const FObjectInitializer& Obj
void UK2Node_FormatMessage::FormatLogMessageInternal(UObject *Context, ElxLogVerbosity Verbosity, const FString &InPattern, TArray<FFormatArgumentData> InArgs)
{
// For throttled verbosity levels, suppress repeated messages with the
// same format pattern. We key on the blueprint name + format pattern,
// and allow at most one message per second per key.
//
if (Verbosity == ElxLogVerbosity::ThrottledDisplay || Verbosity == ElxLogVerbosity::ThrottledLog)
{
static TMap<FString, double> LastLogTime;
double Now = FPlatformTime::Seconds();
FString Key = Context->GetClass()->GetName() + TEXT("::") + InPattern;
double &Last = LastLogTime.FindOrAdd(Key, 0.0);
if (Now - Last < 1.0)
{
return;
}
Last = Now;
}
// Generate the formatted string.
//
FText InPatternText(FText::FromString(InPattern));