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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@@ -1 +1,7 @@
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#include "LuprexEditorSettings.h"
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#include "Common.h"
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UlxEditorSettings::UlxEditorSettings()
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{
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BreakToDebuggerExcludeCategories.Add(LogLuprexConsole.GetCategoryName());
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}
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