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

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