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:
@@ -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;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user