UE_LOG(LogTemp, Warning, TEXT("OSVersion: %s"), *FPlatformMisc::GetOSVersion()); UE_LOG(LogTemp, Warning, TEXT("OperationSystemId: %s"), *FPlatformMisc::GetOperatingSystemId()); UE_LOG(LogTemp, Warning, TEXT("Base dir is: %s"), FPlatformProcess::BaseDir()); FString TempPath = ...
("%lf"), myDouble); UE_LOG(LogTemp, Warning, TEXT("%d"), myBool); UE_LOG(LogTemp, Warning, TEXT("%c"), myChar); UE_LOG(LogTemp, Warning, TEXT("%lc"), myWChar); UE_LOG(LogTemp, Warning, TEXT("%s"), *GetName()); // 重载了 * 运算符 FString myString{ TEXT("My ...
FString 字符串 float 浮点型 在Output调试: UE_LOG(LogTemp, Warning, TEXT("Your message"));//快速使用 在当前屏幕视口中打印: GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Message"));//首参数-1,表示无需更新或刷新此消息,第二个参数表示持续时间 暴露属性和方法给蓝图: UPROPER...
UE_LOG(LogEngine, Log, TEXT("GameWindow did not exist. Was created")); GameViewportWindow = CreateGameWindow(); } CreateGameViewport( ViewportClient ); if( !bWindowAlreadyExists ) { SwitchGameWindowToUseGameViewport(); } FString Error; if(ViewportClient->SetupInitialLocalPlayer(Error) == ...
TMap<FString, int32> MyMap; // 原有样式 for (auto It = MyMap.CreateIterator(); It; ++It) { UE_LOG(LogCategory, Log, TEXT("Key: %s, Value: %d"), It.Key(), *It.Value()); } // 新建样式 for (auto& Kvp : MyMap)
错误FString 作为可变参数函数的参数的不可移植用法 AACtor& InActor; UE_LOG(LogTemp, Warning, TEXT("Actor: %s ), *InActor.GetName()); 注意* . (2) GLog->Log("Hello"); GLog->Logf("Hello"); 如果,在输出Log的下一行代码挂掉,则可能无法正确输出Log,因为Log的输出有一个缓存。则应该更改为 ...
UE_Log(LogTemp,Error,TEXT("Your Number type of FString value is %s"),YourFStringTypeValue); //Log:输出日志字体颜色为灰色 Warning:输出字体颜色为黄色 Error:输出字体颜色为红色 /*case b、设置自定义Log类别*/ //在YourCode.h文件中声明自定义Log类别@parm YourLog ...
FStrings constructed withFString::Printfcan be stored into FStrings, as well as displayed to the screen withUE_LOG debug messaging. The format argument has the same specifiers as the C++ printf function, as seen in the below example.
UE_LOG(LogTemp,Warning,TEXT("This is a Log")); 在屏幕上显示 if(GEngine){GEngine->AddOnScreenDebugMessage(-1,5.f,FColor::Red,TEXT("Screen Message"));} 为了方便使用可以使用宏定义。 #defineprint(text)if(GEngine)GEngine->AddOnScreenDebugMessage(-1,1.5,FColor::Green,text) ...
extern void ImurEnableLog(bool enable); #ifdef __cplusplus } #endif // 使用 void Open(FString surveyId, FString params) { ImurOpenSurvey(TCHAR_TO_UTF8(*surveyId), TCHAR_TO_UTF8(*params)); } 集成Android jar 包 在UE 中,集成原生安卓的包有多种方式,可以使用 Java源码、aar、jar 等方式...