- toggle the display of the category [cat] Log [cat] off - disable display of the category [cat] Log [cat] on - resume display of the category [cat] Log [cat] [level] - set the verbosity level of the category [cat] Log [cat] break - toggle the debug break on display of the...
在Unreal Engine的开发中,UE_LOG的Verbosity级别选择通常以Display、Warning和Error为常用选项,因为它们能提供适量的信息而不会影响程序的正常运行。Fatal级别则更为严厉,一旦启用,可能会导致Session立即崩溃,因此不建议频繁使用。它主要用于严重错误或紧急情况下的记录。Verbosity的全貌包括了一系列从低到高...
ViewportSubsystem->AddDisplayDelegate([](FText& OutText, FLinearColor& OutColor) { // Some kind of state management OutText = NSLOCTEXT("FooNamespace", "Blarg", "Display message here"); OutColor = FLinearColor::Red; return bShouldDisplay; }); } 原文链接:UE_LOG简明教程 — BimAnt...
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.LogInit: Display: Running engine for game: GameToolsLogCore: UnrealTrace...
Log conventions (in the console, ini files, or environment variables) [cat] = a category for the command to operate on, or 'global' for all categories. 标签,没有设置就显示所有的Log [level] = verbosity level, one of: none, error, warning, display, log, verbose, all, default ...
Ue4的UE_LOG Ue4的UE_LOG 说明:本⽂为Wiki上的RAMA⼤神⽂章的⼤致翻译 游戏模式:在游戏模式下,你需要在游戏的快捷⽅式后⾯加 -Log,才会在游戏中显⽰。编辑器模式(Play In Editor):你可以在Output窗⼝中看到log信息。如果想在游戏中看到,需要到Engin.ini中修改参数添加"GameCommandLine=-...
Log [cat] off-disable display of the category [cat] Log [cat] on-resume display of the category [cat] Log [cat] [level]-setthe verbosity level of the category [cat] Log [cat]break- toggle the debugbreakon display of the category [cat] ...
UE_LOG(LogTemp, Display, TEXT("Health=%d, Ammo=%d"), MyCustomSetting->Health,MyCustomSetting->Ammo); } } // 修改使用GetMutableDefault UMyCustomSetting2* MyCustomSetting2 = GetMutableDefault<UMyCustomSetting2>(); if (MyCustomSetting2) ...
UE_LOG(LogTemp, Display, TEXT("Chunk %i status: %i"), ChunkID, ChunkStatus); } TFunction<void(boolbSuccess)> DownloadCompleteCallback = [&](boolbSuccess) {OnDownloadComplete(bSuccess); }; Downloader->DownloadChunks(ChunkDownloadList, DownloadCompleteCallback,1);//start loading modeTFunction...
UPROPERTY(EditAnywhere, editfixedsize, Category = "Aggregate Geometry", meta = (DisplayName = "Capsules")) TArray<FKSphylElem> SphylElems; UPROPERTY(EditAnywhere, editfixedsize, Category = "Aggregate Geometry", meta = (DisplayName = "Convex Elements")) ...