Remove Display Duration from Format Log Message
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@@ -57,79 +57,6 @@ enum class ElxLogVerbosity : uint8 {
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Fatal,
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};
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/** Display Duration: How long to display an error message in the game's viewport.
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*
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* Note: I know it is not traditional to use underscores in Unreal
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* identifiers. However, without the underscores, the symbols aren't
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* converted to reasonable human-readable names, and that's the whole point
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* of this enum.
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*
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*/
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UENUM(BlueprintType)
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enum class ElxErrorDisplayDuration : uint8 {
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/* Do not display the message in the viewport */
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No_Show = 0,
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/* Display the message in the viewport for 1 seconds */
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Show_1_Seconds = 1,
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/* Display the message in the viewport for 2 seconds */
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Show_2_Seconds = 2,
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/* Display the message in the viewport for 3 seconds */
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Show_3_Seconds = 3,
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/* Display the message in the viewport for 4 seconds */
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Show_4_Seconds = 4,
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/* Display the message in the viewport for 5 seconds */
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Show_5_Seconds = 5,
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/* Display the message in the viewport for 10 seconds */
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Show_10_Seconds = 10,
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/* Display the message in the viewport for 20 seconds */
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Show_20_Seconds = 20,
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/* Display the message in the viewport for 30 seconds */
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Show_30_Seconds = 30,
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/* Display the message in the viewport for 40 seconds */
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Show_40_Seconds = 40,
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/* Display the message in the viewport for 50 seconds */
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Show_50_Seconds = 50,
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/* Display the message in the viewport for 60 seconds */
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Show_60_Seconds = 60,
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/* Display the message in the viewport for 70 seconds */
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Show_70_Seconds = 70,
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/* Display the message in the viewport for 80 seconds */
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Show_80_Seconds = 80,
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/* Display the message in the viewport for 90 seconds */
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Show_90_Seconds = 90,
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/* Display the message in the viewport for 1 minutes */
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Show_1_Minutes = 101,
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/* Display the message in the viewport for 2 minutes */
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Show_2_Minutes = 102,
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/* Display the message in the viewport for 3 minutes */
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Show_3_Minutes = 103,
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/* Display the message in the viewport for 4 minutes */
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Show_4_Minutes = 104,
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/* Display the message in the viewport for 5 minutes */
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Show_5_Minutes = 105,
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};
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/* A library containing assorted useful functions for blueprint error handling.
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*
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*/
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@@ -144,7 +71,7 @@ public:
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// its own source file.
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//
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UFUNCTION(BlueprintCallable, meta=(WorldContext = "Context", BlueprintInternalUseOnly = "true"))
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static void FormatErrorInternal(UObject *Context, ElxLogVerbosity Verbosity, ElxErrorDisplayDuration DisplayDuration, const FString &InPattern, TArray<FFormatArgumentData> InArgs);
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static void FormatErrorInternal(UObject *Context, ElxLogVerbosity Verbosity, const FString &InPattern, TArray<FFormatArgumentData> InArgs);
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// A formatting routine for pins that were never connected.
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//
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