UE_LOG(LogTemp, Warning, TEXT("Warning")); UE_LOG(LogTemp, Error, TEXT("Error")); 分别是警告日志,错误日志 F5运行之后打开UE4内的OutputLog界面,将创建的BaseGeometryActor放置到场景中,运行UE4,这个时候就可以在OutputLog看到我们打印的日志 然后我们随便写点变量数据来输出一下, int WeaponsNum = 4; ...
de style="border: 0px; font-family: Monaco, Consolas, 'Andale Mono', 'DejaVu Sans Mono', monospace; font-size: 13px; margin: 0px; outline: 0px; padding: 0px; vertical-align: baseline; line-height: normal;" >UE_LOG de>的用法和C中的printf类似,支持字符串Format,例如: 1. 2. 3. ...
//1.声明日志分类(宏)//DECLARE_LOG_CATEGORY_EXTERN(自定义日志分类名称(Log开头), 日志默认级别(一般使用Log), 日志编译级别(高于此级别的不会被编译,一般用All));DECLARE_LOG_CATEGORY_EXTERN(LogProjectName, Log, All); UCLASS()classUE_C_API AMyGameModeBase :publicAGameModeBase { GENERATED_BODY()vir...
(); int a = 100; int b = 200; int c = a + b; int d = a - b; int e = a * b; int f = b / a; UE_LOG(LogTemp,Log,TEXT("+ c=%d"), c); UE_LOG(LogTemp, Log, TEXT("+ d=%d"), d); UE_LOG(LogTemp, Log, TEXT("+ e=%d"), e); UE_LOG(LogTemp, Log,...
UE_LOG是引擎提供的一个用于输出日志的宏,其语法结构为: UE_LOG(日志类别,日志输出级别,日志内容); 日志类别(名称):默认为LogTemp,可以自定义Log类别,定义方法下面会讲 日志输出级别: ①Log:log信息颜色为灰色,常用于输出程序运行过程中产生的正常信息 ...
Executive C (voice) Paprika(2006) Mugihito Naraku Isayama (voice) Neon Genesis Evangelion: The End of Evangelion(1997) Justin Pate Additional Voices (voice) (version: English) Yu Yu Hakusho: Ghost Files(1992) Newton Pittman Additional Voices (voice) (version: English) ...
og UATHelper 打包 (Windows): Copying DebugFiles to staging directory: C:\dev\CppDigitalTwn5.2\Saved\StagedBuilds\Windows UATHelper 打包 (Windows): *** STAGE COMMAND COMPLETED *** Log UATHelper 打包 (Windows): *** PACKAGE COMMAND STARTED *** Log UATHelper 打包 (Windows): Package command...
ClientMessage(FString(cstr.c_str())); (3)UE_LOG 打印 FName FName mapName = TEXT("Login"); UE_LOG(LogGameLogic, Log, TEXT("UMapManager::LoadMap(): mapName=%s"), *mapName.ToString()); 字符串连接(蓝图),如下所示: 注:点击添加引脚可以增加引脚数量,从而连接多个字符串。
// 新样式for(TPair<FString,int32>&Kvp:MyMap){UE_LOG(LogCategory,Log,TEXT("Key:%s, Value:%d"),*Kvp.Key,Kvp.Value);} 移动语意(Move Semantics) TArray、TMap、TSet、FString 等所有主要容器类型含有移动构造函数与移动赋值运算符。 默认成员初始器 ...
(SM);}else{UE_LOG(LogTemp,Log,TEXT("静态网格体不能为空"));}// 增加子Actorif(ActorC!=nullptr){FTransform Transform=UKismetMathLibrary::MakeTransform(FVector(0.0,0.0,0.0),FRotator(0.0,0.0,0.0),FVector(1.0,1.0,1.0));UActorComponent*AC=AddComponentByClass(UChildActorComponent::StaticClass(...