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