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

@@ -242,3 +242,8 @@ void UlxUtilityLibrary::ValidateLuaExpr(
Status = w.ValidateLuaExpr(Code, ErrorMessage);
}
void UlxUtilityLibrary::LogLuprexConsoleMessage(const FString &Message)
{
UE_LOG(LogLuprexConsole, Warning, TEXT("%s"), *Message);
}