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