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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@@ -144,4 +144,9 @@ public:
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Utility")
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static void ValidateLuaExpr(ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code);
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// Log a message to the LogLuprexConsole category.
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//
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UFUNCTION(BlueprintCallable, Category = "Luprex|Utility")
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static void LogLuprexConsoleMessage(const FString &Message);
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};
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