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,如果没有,则需要按~,输入-Log命令开启。 快速使用: UE_LOG(LogTemp, Warning, TEXT("Your messa...
UE_LOG(LogHAL, Warning, TEXT("FLinuxSplashState::InitSplashResources() : Could not load splash BMP! SDL_Error: %s"),; UE_LOG(LogHAL, Log, TEXT("Controller - %s: %s"), ANSI_TO_TCHAR(Name), ANSI_TO_TCHAR(strerror(errno))); UE_LOG(LogHAL, Display, TEXT("Platform has ~ %d GB ...
//"MyCharacter's FName is %s"UE_LOG(YourLog,Warning,TEXT("MyCharacter's FName is %s"),*MyCharacter->GetFName().ToString()); Log an FString,Int,Float //"%s has health %d, which is %f percent of total health"UE_LOG(YourLog,Warning,TEXT("%s has health %d, which is %f percent ...
在游戏模式下,操作需在游戏快捷方式后添加 -Log 参数,以使游戏界面显示日志信息。编辑器模式中,可以在Output窗口查看日志。若需游戏内显示日志,需在Engin.ini中修改参数,添加"GameCommandLine=-log"。若此参数未存在,则需输入-Log命令开启。快速使用UE_LOG函数:UE_LOG(LogTemp, Warning, TEXT("...
}doubleEngineInitializationTime = FPlatformTime::Seconds() - GStartTime;UE_LOG(LogLoad, Log,TEXT("(Engine Initialization) Total time: %.2f seconds"), EngineInitializationTime);#ifWITH_EDITORUE_LOG(LogLoad, Log,TEXT("(Engine Initialization) Total Blueprint compile time: %.2f seconds"), Blue...
UE_LOG(LogTemp, Display, TEXT("%s"), *msg); } UE_LOG的枚举类型 OutputDevice.h enum Type { /** Not used */ NoLogging = 0, /** Always prints s fatal error to console (and log file) and crashes (even if logging is disabled) */ ...
(JsonData);Request->ProcessRequest();}voidOnResponseReceived(FHttpRequestPtr Request,FHttpResponsePtr Response,boolbWasSuccessful){if(bWasSuccessful&&Response.IsValid()){// 处理服务器返回的数据UE_LOG(LogTemp,Log,TEXT("Response: %s"),*Response->GetContentAsString());}else{UE_LOG(LogTemp,Error...
最近同事遇到一个编译的问题,如果书写了错误的Log语句,会导致真个unreal build无限卡死:UE_LOG(LogTemp, Debug, TEXT("Something"));这里这个Debug等级其实是不存在的,是一个书写错误,正常情况会报一个编译错误,但在我们的case中,会出现无限等待的情况。