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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]
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@@ -1665,6 +1665,11 @@ void FIOSPlatformMisc::SetCrashHandler(void (* CrashHandler)(const FGenericCrash
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#endif
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}
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bool FIOSPlatformMisc::HasSeparateChannelForDebugOutput()
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{
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return FPlatformMisc::IsDebuggerPresent();
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}
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FIOSCrashContext::FIOSCrashContext(ECrashContextType InType, const TCHAR* InErrorMessage)
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: FApplePlatformCrashContext(InType, InErrorMessage)
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{
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@@ -42,6 +42,7 @@ struct CORE_API FIOSPlatformMisc : public FApplePlatformMisc
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static ENetworkConnectionType GetNetworkConnectionType();
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static bool HasActiveWiFiConnection();
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static const TCHAR* GamePersistentDownloadDir();
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static bool HasSeparateChannelForDebugOutput();
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UE_DEPRECATED(4.21, "Use GetDeviceVolume, it is now callable on all platforms.")
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static int GetAudioVolume();
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