return when ensure statements fail

This commit is contained in:
Mamadou Babaei
2025-11-18 03:18:47 +01:00
parent ce1b9f2f98
commit 49e21097ff
@@ -44,18 +44,31 @@
#include "SGDebug/SGDebugCube.h" #include "SGDebug/SGDebugCube.h"
#include "SGDebug/SGDebugGizmo.h" #include "SGDebug/SGDebugGizmo.h"
void FSGDebugVirtualHand::Draw(const UWorld* World, void FSGDebugVirtualHand::Draw(
const FXRMotionControllerData& MotionControllerData, const UWorld* World,
const FSGVirtualHandDebuggingSettings& Settings) const FXRMotionControllerData& MotionControllerData,
const FSGVirtualHandDebuggingSettings& Settings)
{ {
ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None, if (!ensureAlwaysMsgf(
TEXT("Invalid virtual hand drawing mode!")); Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!")))
{
return;
}
ensureAlwaysMsgf(MotionControllerData.bValid, if (!ensureAlwaysMsgf(
TEXT("Invalid motion controller data!")); MotionControllerData.bValid,
TEXT("Invalid motion controller data!")))
{
return;
}
ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(), if (!ensureAlwaysMsgf(
TEXT("Mismatched motion controller data positions and rotations!")); MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(),
TEXT("Mismatched motion controller data positions and rotations!")))
{
return;
}
for (TArray<FVector>::SizeType HandKeyIndex = 0; for (TArray<FVector>::SizeType HandKeyIndex = 0;
HandKeyIndex < MotionControllerData.HandKeyPositions.Num(); ++HandKeyIndex) HandKeyIndex < MotionControllerData.HandKeyPositions.Num(); ++HandKeyIndex)
@@ -75,18 +88,31 @@ void FSGDebugVirtualHand::Draw(const UWorld* World,
} }
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
void FSGDebugVirtualHand::Draw(const UWorld* World, void FSGDebugVirtualHand::Draw(
const FXRHandTrackingState& HandTrackingState, const UWorld* World,
const FSGVirtualHandDebuggingSettings& Settings) const FXRHandTrackingState& HandTrackingState,
const FSGVirtualHandDebuggingSettings& Settings)
{ {
ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None, if (!ensureAlwaysMsgf(
TEXT("Invalid virtual hand drawing mode!")); Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!")))
{
return;
};
ensureAlwaysMsgf(HandTrackingState.bValid, if (!ensureAlwaysMsgf(
TEXT("Invalid hand tracking state!")); HandTrackingState.bValid,
TEXT("Invalid hand tracking state!")))
{
return;
};
ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(), if (!ensureAlwaysMsgf(
TEXT("Mismatched hand tracking state locations and rotations!")); HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(),
TEXT("Mismatched hand tracking state locations and rotations!")))
{
return;
};
for (TArray<FVector>::SizeType HandKeyIndex = 0; for (TArray<FVector>::SizeType HandKeyIndex = 0;
HandKeyIndex < HandTrackingState.HandKeyLocations.Num(); ++HandKeyIndex) HandKeyIndex < HandTrackingState.HandKeyLocations.Num(); ++HandKeyIndex)