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