lxGameMode can now trap UE_LOG Error into the debugger
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@@ -20,11 +20,6 @@ class INTEGRATION_API UlxUtilityLibrary : public UObject
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GENERATED_BODY()
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public:
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// If condition is false, quit the game, reporting an error message to the log.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Utility")
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static void Assert(bool condition, const FString &ErrorMessage);
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// Call a function by name, on any UObject. If the function doesn't exist, calls
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// the fallback function instead. If that isn't found either, returns false.
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