Lots of refactors related to BreakToDebugger and FormatLogMessage

This commit is contained in:
2026-02-14 01:25:04 -05:00
parent 96256d7836
commit dd159b064d
10 changed files with 221 additions and 162 deletions

View File

@@ -1,3 +1,26 @@
//////////////////////////////////////////////////////////////
//
// ConsoleOutput
//
// This class can optionally be used by the GameMode
// blueprint to help implement the console window. There is
// no requirement that the blueprint use this class, it can
// implement the console window any way it wants, this is
// just here in case it is desired.
//
// This class stores the text that's in the unreal console.
// It stores it as one great big string, which contains
// newlines to denote line breaks.
//
// This class also contains a 'dirty' bit. Each time
// somebody appends a line of text to the console, the dirty
// bit is automatically set. The bit can be checked using
// 'IsDirty' and cleared using 'ClearDirty'. This makes it
// so that you don't have to update the unreal widget unless
// the text has actually changed.
//
//////////////////////////////////////////////////////////////
#pragma once
#include "Containers/UnrealString.h"
@@ -5,23 +28,6 @@
#include "ConsoleOutput.generated.h"
//////////////////////////////////////////////////////////////
//
// ConsoleOutput
//
// This class stores the text that's in the unreal console.
// It stores it as one great big string, which contains
// newlines to denote line breaks.
//
// This class also contains a 'dirty' bit. Each time somebody
// appends a line of text to the console, the dirty bit is
// automatically set. The bit can be checked using 'IsDirty'
// and cleared using 'ClearDirty'. This makes it so that
// you don't have to update the unreal widget unless the
// text has actually changed.
//
//////////////////////////////////////////////////////////////
UCLASS(BlueprintType)
class UlxConsoleOutput : public UObject
{