lxGameMode can now trap UE_LOG Error into the debugger
This commit is contained in:
@@ -81,8 +81,9 @@ void UlxAnimationStepLibrary::UnpackAnimationStep(bool &bChanged, FString &Actio
|
||||
bChanged = false;
|
||||
Action = TEXT("");
|
||||
|
||||
if (prefix.IsEmpty()) {
|
||||
UlxUtilityLibrary::Assert(false, TEXT("You may not pass an empty string for prefix"));
|
||||
if (prefix.IsEmpty())
|
||||
{
|
||||
UE_LOG(LogBlueprint, Error, TEXT("UnpackAnimationStep: You may not pass an empty string for prefix"));
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -92,8 +93,7 @@ void UlxAnimationStepLibrary::UnpackAnimationStep(bool &bChanged, FString &Actio
|
||||
|
||||
FStructProperty* stepproperty = FindAnimationStepProperty(uclass, prefix);
|
||||
if (stepproperty == nullptr) {
|
||||
UE_LOG(LogBlueprint, Error, TEXT("Target object: %s Prefix: %s"), *(target->GetName()), *prefix);
|
||||
UlxUtilityLibrary::Assert(false, TEXT("Target object does not have an variable named '<prefix> Animation Step'"));
|
||||
UE_LOG(LogBlueprint, Error, TEXT("UnpackAnimationStep: Target object does not have a variable named: '%s Animation Step'"), *prefix);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user