Unreal Engine: Difference between revisions
From Andreida
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GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, TEXT("AFPSCharacter is being used") ); |
GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, TEXT("AFPSCharacter is being used") ); |
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} |
} |
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<pre> |
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bool log(FString sText) const; |
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bool |
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AYourActor::log(FString sText) const |
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{ |
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if (GEngine) |
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{ |
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GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, sText); |
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return true; |
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} |
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else |
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return false; |
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} |
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</pre> |
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= Misc = |
= Misc = |
Revision as of 17:32, 9 March 2016
Currently using UE4 (4.10.4)
Links
Blender
C++
Variable names
If you want to use real variable names but have nice names in the UE editor too, then use meta/DisplayName
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, Meta = (DisplayName = "First Person Camera Component") ) UCameraComponent* m_pFirstPersonCameraComponent;
Logging
In game output of your logging, like chat text:
if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, TEXT("AFPSCharacter is being used") ); }
bool log(FString sText) const; bool AYourActor::log(FString sText) const { if (GEngine) { GEngine->AddOnScreenDebugMessage(-1, 5, FColor::Blue, sText); return true; } else return false; }
Misc
Source control
The minimum you have to put under source control:
/Config /Content /Source Project.uproject