Args) { FStringFormatOrderedArguments OrderedArgs; FillArgs(OrderedArgs, Forward<T>(Args)...); FString Message = FString::Format(Format, MoveTemp(OrderedArgs)); UE_LOG(LogTemp, Display, TEXT("%s"), *Message); } 填充参数 先来说明哪些参数纳入考虑范围 因为参数类型多变,要分开进行递归,分为...
GetLocalSize()); UE_LOG(LogTemp, Warning, TEXT("Name:%s, Size:%s"), *ClickedWidget->ToString(), *Size.ToString()); } } } } FWidgetPath表示一连串的控件信息:从当前位置的控件,它的父控件,父控件的父控件,一直到虚幻编辑器窗口一系列。控件反射器大概获取的就是这个东西。 因此只需要在Locate...
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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 ...
UE_LOG宏:用于输出自定义的日志消息 UE_CLOG宏:类似于UE_LOG,但只在编译时启用。 VLOG宏:用于输出详细的调试信息。 可自定义日志的类别 以及警告级别. 全局变量系列 GFrameCounter: 游戏运行时的帧数 GIsPlayInEditorWorld: 是否在编辑器中运行游戏
{UE_LOG(LogTemp,Error,TEXT("Find Property Named:%s,ButnotMatch Type"),*(PropertyName.ToString()));returnfalse;}OutValue=NamedDoubleProperty->GetPropertyValue_InContainer(Target);UE_LOG(LogTemp,Display,TEXT("Find Property Sucess,Name:%s,Value:%f"),*(PropertyName.ToString()),OutValue)return...
*/UParent(int32 A,floatB,constFString&C);}; Parent.cpp #include"Parent.h"UParent::UParent(){UE_LOG(LogTemp,Log,TEXT("Parent无参构造"));}UParent::UParent(int32 A,floatB,constFString&C){UE_LOG(LogTemp,Log,TEXT("Parent有参构造,A:%d,B:%f,C:%s"),A,B,*C);} ...
Running C:/Program Files/Epic Games/UE_5.3/Engine/Build/BatchFiles/Build.bat -projectfiles -project="D:/ue/myue/myue.uproject" -game -rocket -progress -log="D:\ue\myue/Saved/Logs/UnrealVersionSelector-2024.05.17.log" Using bundled DotNet SDK version: 6.0.302 ...
uConstructor.} = UE_Log "The constructor is called for the actor" self.anotherVale = 5 #you can override the values set by the default constructor too since they are added adhoc before this constructor is called. self.predValue = "Hello World" #Notice that you rarelly will need to ...