lxGameMode can now trap UE_LOG Error into the debugger

This commit is contained in:
2024-11-22 23:01:05 -05:00
parent c1f2d74351
commit 75dcdf54cc
11 changed files with 348 additions and 223 deletions

View File

@@ -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;
}