格式化输出,使用方法和C语言print函数一样 #include"Kismet/KismetSystemLibrary.h"UKismetSystemLibrary::PrintString(this, TEXT("Num = %d"),Num); 2、使用Engine的Debug功能 #include"Engine.h"GEngine->AddOnScreenDebugMessage(-1,20, FColor::Green, FString(TEXT("hello!"))); 3、打印到日志 UE_LOG(...
1.输出字符串到output log中 1.1 最普通的三种 1.2 %d打印int,%f打印float,%s string 1.3 自定义 分类的名字 的log 2.输出字符串到屏幕上 三、FString 3.1 FString To FNames 3.2 FString To FText 3.3 FString To Array[uint8] 3.5 FString To const char * 3.6 FString To TCHAR* 3.7 FString To std...
=DefaultValue){UE_LOG(LogTemp,Display,TEXT("Property %s Value Was Changed,Current Value:%s"),*TargetProperty->GetName(),*UKismetStringLibrary::Conv_BoolToString(InstanceValue
思路:将FName转换为Fstring用UE_LOG(LogTemp, Warnging, TEXT("%s"))输出 根据官网的转换类型参考:https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/StringHandling/ 设str为FName类型的。转化为FString后记得带*才能输出为%s哦 UE_LOG(LogTe...
#define UE_LOG(CategoryName, Verbosity, Format, ...) \ { \ static_(IS_TCHAR_ARRAY(Format), "Formatting string must be a TCHAR array."); \ static_assert((ELogVerbosity::Verbosity & ELogVerbosity::VerbosityMask) < ELogVerbosity::NumVerbosity && ELogVerbosity::Verbosity > 0, "Verbosity must...
但UE 也提供了一个配置,可以在 Shipping 时把 Log 输出到非内部存储中。即在DefaultEngine.ini中的[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]下添加bPublicLogFiles=True。 在非Shipping 打包模式下会设置为GExternalFilePath的值: 1 /storage/emulated/0/Android/data/PACKAGE_NAME/files ...
name = JsonObject->GetStringField(TEXT("Name")); //将返回"Mei" //其它JSon类型的解析和字符串类似 } //打印 UE_LOG(LogNet, Warning, TEXT("ReadJson output:\n%s"), *name); 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. ...
UE_LOG(LogTemp, Error, TEXT("Error World")); 除了单纯的输出字符之外,还可以搭配变量,其格式与C语言非常相似 UE_LOG(LogTemp, Log, TEXT("Current Health Is %f"), Health);// %s strings are wanted as TCHAR* by Log, so use *FString()FString MyMessage = FString("Unreal Engine").Append(...
常用的格式化输出学习: UE_LOG(TestLog,Warning,TEXT("int %d"),1234);UE_LOG(TestLog,Warning,TEXT("float %f"),12.34);FString str=TEXT("test FString");UE_LOG(TestLog,Warning,TEXT("string %s"),*str);UE_LOG(TestLog,Warning,TEXT("[%s] len() is %d"),*str,str.Len()); ...
UE_LOG(YourLog,Warning,TEXT("This is a message to yourself during runtime!"));Log an FString %s strings are wanted as TCHAR* by Log, so use *FString()//"MyCharacter's Name is %s"UE_LOG(YourLog,Warning,TEXT("MyCharacter's Name is %s"), *MyCharacter->GetName() );Log an Int ...