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UnrealEngineUWP/Engine/Source/Runtime/Core/Private/Windows
geoff evans 53abf13a6b Windows: Always print the error string when it's provided to ErrorOutputDevice::Serialize
### Notes
Many other platforms already do this, this just brings parity to Windows.
I think by design the error message is meant to be reported via a call to HandleError() or LogFormattedMessageWithCallstack(), but sometimes neither happens. The reasons are unclear due to lack of information.

This print may be redundant (the message be printed twice in some situations, once with a callstack and once without), but that's better than not having it at all in edge cases.

#rnx
#rb joe.kirchoff
#jira UE-151094
#preflight 6283ed244106f5854a6e4dae

[CL 20248920 by geoff evans in ue5-main branch]
2022-05-17 15:09:29 -04:00
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