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...
// Bind a member function delegate to the subsystem... FViewportDisplayCallback Callback; Callback.BindDynamic(this, &UCustomClass::DisplayViewportMessage); ViewportSubsystem->AddDisplayDelegate(Callback); // ... or use inline lambda functions ViewportSubsystem->AddDisplayDelegate([](FText& OutT...
Log reset- reset all log categories to their boot-timedefaultLog [cat]-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]-setthe verbosity level of the category [cat] Log...
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=-...
[level] = verbosity level, one of: none, error, warning, display, log, verbose, all, default 关卡,显示某某关卡的Log At boot time, compiled in default is overridden by ini files setting, which is overridden by command line Log console command usage ...
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) */ ...
上边的代码,我的printf("aaa");没有报错,可见UE4对C语言和C++所有的东西都是原生支持的. 先上官网的使用说明: https://wiki.unrealengine.com/Logs,_Printing_Messages_To_Yourself_During_Runtime 下边是转来的UE_LOG()用法的使用说明: ...
LogTurnkeySupport: Display: Adding device menu item for DESKTOP-5UQ2GROLogUObjectHash: Compacting FUObjectHashTables data took 0.27msLogTurnkeySupport: Project requires temp target (已启用ElectraPlayer插件)LogLauncherProfile: Unable to use promoted target - ../../../../../UE5.03xiangmu/第一...
ViewportSubsystem->AddDisplayDelegate(Callback); // ... or use inline lambda functions ViewportSubsystem->AddDisplayDelegate([](FText& OutText, FLinearColor& OutColor) { // Some kind of state management OutText = NSLOCTEXT("FooNamespace", "Blarg", "Display message here"); ...
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 category [cat] ...