make it so the debug output device is not created on IOS when not connected to a debugger

#rb josh.adams

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: peter.sauerbrei
#ROBOMERGE-SOURCE: CL 5371683 via CL 5371685 via CL 5371686 via CL 5371688 via CL 5375941 via CL 5378530
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 5406577 by peter sauerbrei in Dev-Networking branch]
This commit is contained in:
peter sauerbrei
2019-03-14 19:50:08 -04:00
parent bb7d6e2e63
commit 0690c48cf7
2 changed files with 6 additions and 0 deletions

View File

@@ -1665,6 +1665,11 @@ void FIOSPlatformMisc::SetCrashHandler(void (* CrashHandler)(const FGenericCrash
#endif
}
bool FIOSPlatformMisc::HasSeparateChannelForDebugOutput()
{
return FPlatformMisc::IsDebuggerPresent();
}
FIOSCrashContext::FIOSCrashContext(ECrashContextType InType, const TCHAR* InErrorMessage)
: FApplePlatformCrashContext(InType, InErrorMessage)
{

View File

@@ -42,6 +42,7 @@ struct CORE_API FIOSPlatformMisc : public FApplePlatformMisc
static ENetworkConnectionType GetNetworkConnectionType();
static bool HasActiveWiFiConnection();
static const TCHAR* GamePersistentDownloadDir();
static bool HasSeparateChannelForDebugOutput();
UE_DEPRECATED(4.21, "Use GetDeviceVolume, it is now callable on all platforms.")
static int GetAudioVolume();