lxGameMode can now trap UE_LOG Error into the debugger
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@@ -77,6 +77,9 @@ void AIntegrationGameModeBase::ResetToInitialState()
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w->release(w.Get());
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}
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// Stop trapping log errors to the debugger.
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BreakToDebuggerLogVerbosityDevice.Reset();
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// Clear the lua call assembly buffer.
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LuaCallBuffer.clear();
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@@ -316,6 +319,10 @@ void AIntegrationGameModeBase::BeginPlay()
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// Initialize the tangible manager.
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TangibleManager = NewObject<UlxTangibleManager>();
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TangibleManager->Init(GetWorld(), this);
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// If somebody generates a log message that's severe enough, break to debugger.
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BreakToDebuggerLogVerbosityDevice.Reset(
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new FlxDebugBlueprintErrorsOutputDevice(BreakToDebuggerLogVerbosity));
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}
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void AIntegrationGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
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