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.

This commit is contained in:
2026-06-10 17:20:45 -04:00
parent 0b5c47d8c7
commit f7e9305d64
11 changed files with 70 additions and 39 deletions

View File

@@ -79,19 +79,15 @@ enum class ElxBreakToDebuggerThreshold : uint8 {
};
class UlxEditorSettings;
struct FlxBreakToDebuggerOutputDevice : public FOutputDevice
{
public:
// The constructor and destructor automatically register
// this output device with GLog.
//
// This struct doesn't store the sensitivity threshold.
// It relies on the LuprexGameMode class to do that, so
// that the threshold can be easily edited with the
// blueprint editor. This struct must be initialized
// with a reference to the threshold variable.
//
FlxBreakToDebuggerOutputDevice(const ElxBreakToDebuggerThreshold &SensitivityRef);
FlxBreakToDebuggerOutputDevice();
~FlxBreakToDebuggerOutputDevice();
// Inspect a log message.
@@ -109,5 +105,5 @@ public:
private:
static ELogVerbosity::Type ConvertThreshold(ElxBreakToDebuggerThreshold Verbosity);
const ElxBreakToDebuggerThreshold &Sensitivity;
const UlxEditorSettings *Settings = nullptr;
};