【Unreal Engine入门学习笔记第一卷】UE4 C++ UE_LOG及打印字符串在屏幕上

示例代码

int myInt{
    
     100 };
float myFloat{
    
     3.14f };
double myDouble{
    
     3.14 };
bool myBool{
    
     true };
char myChar{
    
     'A' };
wchar_t myWChar{
    
     'B' };

// UE_LOG!
// UE_LOG!
// UE_LOG!
UE_LOG(LogTemp, Warning, TEXT("%d"), myInt);
UE_LOG(LogTemp, Warning, TEXT("%f"), myFloat);
UE_LOG(LogTemp, Warning, TEXT("%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 String!!!") };
UE_LOG(LogTemp, Warning, TEXT("Name of instance: %s"), *myString);

UE_LOG(LogTemp, Log, TEXT("%s"), TEXT("你好,虚幻!"));  // 白色
// 其他类似	Log	Error
UE_LOG(LogTemp, Warning, TEXT("%s"), TEXT("你好,虚幻!"));  // 黄色
UE_LOG(LogTemp, Error, TEXT("%s"), TEXT("你好,虚幻!"));  // 红色

// 打印字符串在屏幕上!
// 打印字符串在屏幕上!
// 打印字符串在屏幕上!
GEngine->AddOnScreenDebugMessage(0, 3.0f, FColor::Red, TEXT("1. 开始游戏!2023/1/12"));




The End.

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转载自blog.csdn.net/weixin_50114337/article/details/128679960