ue4弹框
2019-11-21 15:51 kk20161206 阅读(763) 评论(0) 收藏 举报EAppReturnType::Type HangAnswer = FMessageDialog::Open(EAppMsgType::YesNo, Message, &MessageTitle);
if (HangAnswer == EAppReturnType::Yes)
{
UE_LOG(UnrealWatchdogLog, Log, TEXT("User confirmed hang"));
HangResponse = TEXT("Confirmed");
FText RecoveredMessage(LOCTEXT("WatchdogPopupRecoveredMessage", "Has the application recovered?"));
EAppReturnType::Type RecoveredAnswer = FMessageDialog::Open(EAppMsgType::YesNo, RecoveredMessage, &MessageTitle);
if (RecoveredAnswer == EAppReturnType::Yes)
{
UE_LOG(UnrealWatchdogLog, Log, TEXT("User confirmed recovery from hang"));
RecoveredResponse = TEXT("Recovered");
}
else
{
UE_LOG(UnrealWatchdogLog, Log, TEXT("User confirmed hang not yet recovered"));
RecoveredResponse = TEXT("NotRecovered");
}
FText CRCMessage(LOCTEXT("WatchdogPopupHangCRCMessage", "We will now open the Crash Reporter for you to tell us what happened."));
FMessageDialog::Open(EAppMsgType::Ok, CRCMessage, &MessageTitle);
FString EnsureText = FString::Printf(TEXT("Watchdog detected hang in %s."), *SessionLabel.ToString());
ReportInteractiveEnsure(*EnsureText);
}
else // HangAnswer == EAppReturnType::No
{
UE_LOG(UnrealWatchdogLog, Warning, TEXT("User didn't witness hang. False positive warning!"));
HangResponse = TEXT("False");
RecoveredResponse = TEXT("N/A");
}
参考这块就好。引入FMessageDialog的头文件。
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