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

@@ -238,7 +238,7 @@ void ALuprexGameModeBase::InitializeGlobalState()
// If somebody generates a log message that's severe enough, break to debugger.
BreakToDebuggerLogVerbosityDevice.Reset(
new FlxBreakToDebuggerOutputDevice(GetDefault<UlxEditorSettings>()->BreakToDebuggerLogVerbosity));
new FlxBreakToDebuggerOutputDevice());
}
void ALuprexGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)