Now echoing Luprex console messages to the Unreal Log as well. Had to make them warnings in order to make them more visible, which in turn meant I had to modify the BreakToDebugger system to be able to ignore these console messages.
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@@ -79,19 +79,15 @@ enum class ElxBreakToDebuggerThreshold : uint8 {
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};
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class UlxEditorSettings;
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struct FlxBreakToDebuggerOutputDevice : public FOutputDevice
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{
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public:
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// The constructor and destructor automatically register
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// this output device with GLog.
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//
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// This struct doesn't store the sensitivity threshold.
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// It relies on the LuprexGameMode class to do that, so
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// that the threshold can be easily edited with the
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// blueprint editor. This struct must be initialized
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// with a reference to the threshold variable.
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//
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FlxBreakToDebuggerOutputDevice(const ElxBreakToDebuggerThreshold &SensitivityRef);
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FlxBreakToDebuggerOutputDevice();
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~FlxBreakToDebuggerOutputDevice();
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// Inspect a log message.
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@@ -109,5 +105,5 @@ public:
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private:
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static ELogVerbosity::Type ConvertThreshold(ElxBreakToDebuggerThreshold Verbosity);
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const ElxBreakToDebuggerThreshold &Sensitivity;
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const UlxEditorSettings *Settings = nullptr;
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};
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