Move 'break to debugger' into editor preferences

This commit is contained in:
2026-06-09 14:32:02 -04:00
parent 6a230e3ab2
commit 7d6b1f207f
5 changed files with 17 additions and 12 deletions

View File

@@ -12,7 +12,7 @@
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/GameInstance.h"
#include "ProjectSettings.h"
#include "LuprexEditorSettings.h"
#include "Common.h"
#include "AnimQueue.h"
@@ -215,7 +215,7 @@ void ALuprexGameModeBase::InitializeGlobalState()
// Possibly tell the engine to connect to a server.
if (Playing) {
UlxServerSelection* Server = GetDefault<UlxProjectSettings>()->ActiveServer.LoadSynchronous();
UlxServerSelection* Server = GetDefault<UlxEditorSettings>()->ActiveServer.LoadSynchronous();
if (Server) {
FString Host = Server->Host.TrimStartAndEnd();
if (!Host.IsEmpty()) {
@@ -238,7 +238,7 @@ void ALuprexGameModeBase::InitializeGlobalState()
// If somebody generates a log message that's severe enough, break to debugger.
BreakToDebuggerLogVerbosityDevice.Reset(
new FlxBreakToDebuggerOutputDevice(BreakToDebuggerLogVerbosity));
new FlxBreakToDebuggerOutputDevice(GetDefault<UlxEditorSettings>()->BreakToDebuggerLogVerbosity));
}
void ALuprexGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)