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

@@ -25,6 +25,8 @@ class INTEGRATION_API UlxEditorSettings : public UDeveloperSettings
GENERATED_BODY()
public:
UlxEditorSettings();
virtual FName GetContainerName() const override { return TEXT("Editor"); }
virtual FName GetCategoryName() const override { return TEXT("Luprex"); }
virtual FName GetSectionName() const override { return TEXT("Settings"); }
@@ -39,5 +41,9 @@ public:
// severity, the blueprint debugger will automatically pause with a breakpoint.
UPROPERTY(Config, EditAnywhere, Category="Debugging Tools")
ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity;
// Log categories in this set are excluded from BreakToDebugger triggering.
UPROPERTY(Config, EditAnywhere, Category="Debugging Tools")
TSet<FName> BreakToDebuggerExcludeCategories;
};