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

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