Change FPS to Simulation Step in HUD
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@ -69,11 +69,12 @@ static FText GetHUDText(const ACarlaPlayerState &Vehicle)
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HighPrecision.MinimumFractionalDigits = 2u;
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HighPrecision.MaximumFractionalDigits = 2u;
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constexpr float TO_MILLISECONDS = 1e3;
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constexpr float TO_METERS = 1e-2;
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constexpr float TO_KMPH = 0.036f;
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FFormatNamedArguments Args;
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Args.Add("FPS", RoundedFloatAsText(Vehicle.GetFramesPerSecond()));
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Args.Add("SimStep", RoundedFloatAsText(Vehicle.GetSimulationStepInSeconds() * TO_MILLISECONDS));
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Args.Add("Location", GetVectorAsText(Vehicle.GetLocation() * TO_METERS));
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Args.Add("Acceleration", GetVectorAsText(Vehicle.GetAcceleration() * TO_METERS, HighPrecision));
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Args.Add("Orientation", GetVectorAsText(Vehicle.GetOrientation(), HighPrecision));
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@ -88,7 +89,7 @@ static FText GetHUDText(const ACarlaPlayerState &Vehicle)
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Args.Add("IntersectionOffRoad", RoundedFloatAsText(100.0f * Vehicle.GetOffRoadIntersectionFactor()));
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return FText::Format(
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LOCTEXT("HUDTextFormat",
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"FPS: {FPS}\n"
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"Simulation Step: {SimStep} ms\n"
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"\n"
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"Speed: {Speed} km/h\n"
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"Gear: {Gear}\n"
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@ -28,7 +28,7 @@ void ACarlaPlayerState::CopyProperties(APlayerState *PlayerState)
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if (Other != nullptr)
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{
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FrameNumber = Other->FrameNumber;
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FramesPerSecond = Other->FramesPerSecond;
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SimulationStepInSeconds = Other->SimulationStepInSeconds;
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PlatformTimeStamp = Other->PlatformTimeStamp;
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GameTimeStamp = Other->GameTimeStamp;
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Transform = Other->Transform;
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@ -78,7 +78,7 @@ static int32 RoundToMilliseconds(float Seconds)
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void ACarlaPlayerState::UpdateTimeStamp(float DeltaSeconds)
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{
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FrameNumber = GFrameCounter;
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FramesPerSecond = 1.0f / DeltaSeconds;
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SimulationStepInSeconds = DeltaSeconds;
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PlatformTimeStamp = RoundToMilliseconds(FPlatformTime::Seconds());
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GameTimeStamp += RoundToMilliseconds(DeltaSeconds);
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}
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@ -46,9 +46,9 @@ public:
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}
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UFUNCTION(BlueprintCallable)
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float GetFramesPerSecond() const
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float GetSimulationStepInSeconds() const
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{
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return FramesPerSecond;
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return SimulationStepInSeconds;
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}
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UFUNCTION(BlueprintCallable)
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@ -229,7 +229,7 @@ private:
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uint64 FrameNumber;
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UPROPERTY(VisibleAnywhere)
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float FramesPerSecond;
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float SimulationStepInSeconds;
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UPROPERTY(VisibleAnywhere)
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int32 PlatformTimeStamp;
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