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