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

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