1.输出字符串到output log中 1.1 最普通的三种 FString filePath UE_LOG(LogTemp, Log, TEXT("Hello,World!")); UE_LOG(LogTemp, Warning, TEXT("Hello,World!")); UE_LOG(LogTemp, Error, TEXT("Hello,World!")); 1.2 %d打印int,%f打印float,%s string 前面加throttle是为了知道打印的对象 UE_L...
FText f2 = FText: :Format(NSLOCTEXT("UECPP","K2", "OK {name}--{hp}"), Args); UE_ LOG(LogTemp, Log, TEXT("%s"), *f2. ToString()); FString转到FName FString s1(TEXT("OK")); FName n1=FName(*s1) ; FString转到FText FString s1(TEXT("OK")); FText t1 = FText::FromSt...
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...
UE4中提供UE_LOG接口,可以打出不同级别的log,包括Error、warning、log等级别。这里的log打印出来之后会...
UE_LOG(LogTemp, Error, TEXT("Hello,World!")); 输出字符串到屏幕上 FString filePath; GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("DLL_Init"))); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("%s"), *filePath)); ...
Log格式: Log Message //"This is a message to yourself during runtime!"UE_LOG(YourLog,Warning,TEXT("This is a message to yourself during runtime!")); Log an FString %s strings are wantedasTCHAR* by Log, so use *FString()//"MyCharacter's Name is %s"UE_LOG(YourLog,Warning,TEXT(...
UE_LOG(LogTemp, Error, TEXT("Hello,World!")); 输出字符串到屏幕上 FString filePath; GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("DLL_Init"))); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT("%s"), *filePath)); ...
UE4之FString转换 参考 FString字符串转换 C++输出字符串 输出字符串到output log中 FString filePath UE_LOG(LogTemp, Log, TEXT("%s"), *filePath); UE_LOG(LogTemp, Error, TEXT("Hello,World!")); 1. 2. 3. 4. 输出字符串到屏幕上 FString filePath;...
UE4 调试输出的Log日志非常有用!通过解读Log信息,往往是解决问题的关键手段。 但是,很久以来一直好奇Log开头 时间戳后面的数字是什么意思,搜索百度 国外网站,官网文档,都没有具体的解说,困惑了许久。。。如下图所示。 UE 调试 输出 Log 日志 开头内容
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 ...