lxGameMode can now trap UE_LOG Error into the debugger
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@@ -10,6 +10,7 @@
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#include "TangibleManager.h"
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#include "LuprexSockets.h"
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#include "TriggeredTask.h"
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#include "BlueprintErrors.h"
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#include "IntegrationGameModeBase.generated.h"
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@@ -118,6 +119,10 @@ public:
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UPROPERTY()
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AActor *CurrentLookAt;
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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ElxLogVerbosity BreakToDebuggerLogVerbosity;
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// This stores the entire text currently visible in the console.
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FlxConsoleOutput ConsoleOutput;
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@@ -150,4 +155,7 @@ public:
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// These allow us to pre-tick and post-tick.
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FDelegateHandle OnWorldPreActorTickHandle;
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FDelegateHandle OnWorldPostActorTickHandle;
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// The device that implements BreakToDebuggerLogVerbosity, above.
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TUniquePtr<FlxDebugBlueprintErrorsOutputDevice> BreakToDebuggerLogVerbosityDevice;
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};
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