注意:
把log相关两个宏写到类中,并编译后,在输出日志的位置的Categories关键字过滤的位置看不到自己的标签是因为需要先运行一次,输出一些这个标签的log后,这个自定义的标签才会显示在这
原文 https://wiki.unrealengine.com/Logs,_Printing_Messages_To_Yourself_During_Runtime#Log_an_FString
http://www.cnblogs.com/blueroses/p/6037981.html
说明:本文为Wiki上的RAMA大神文章的大致翻译
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。
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=-log,如果没有,则需要按~,输入-Log命令开启。
快速使用:
UE_LOG(LogTemp, Warning, TEXT("Your message"));
不用设置标签,简单快速。
在你的游戏头文件中加入:
//General Log
DECLARE_LOG_CATEGORY_EXTERN(YourLog, Log, All);
//Logging during game startup
DECLARE_LOG_CATEGORY_EXTERN(YourInit, Log, All);
//Logging for your AI system
DECLARE_LOG_CATEGORY_EXTERN(YourAI, Log, All);
//Logging for Critical Errors that must always be addressed
DECLARE_LOG_CATEGORY_EXTERN(YourCriticalErrors, Log, All);
这样输出的Log你就可以知道是哪个部分的,这也是UE_Log很有用的原因。
在你的游戏Cpp文件中:
//General Log
DEFINE_LOG_CATEGORY(YourLog);
//Logging during game startup
DEFINE_LOG_CATEGORY(YourInit);
//Logging for your AI system
DEFINE_LOG_CATEGORY(YourAI);
//Logging for Critical Errors that must always be addressed
DEFINE_LOG_CATEGORY(YourCriticalErrors);
//"This is a message to yourself during runtime!"
UE_LOG(YourLog,Warning,TEXT("This is a message to yourself during runtime!"));
%s strings are wanted as TCHAR* by Log, so use *FString()
//"MyCharacter's Name is %s"
UE_LOG(YourLog,Warning,TEXT("MyCharacter's Name is %s"), *MyCharacter->GetName() );
//"MyCharacter's Health is %d"
UE_LOG(YourLog,Warning,TEXT("MyCharacter's Health is %d"), MyCharacter->Health );
//"MyCharacter's Health is %f"
UE_LOG(YourLog,Warning,TEXT("MyCharacter's Health is %f"), MyCharacter->Health );
//"MyCharacter's Location is %s"
UE_LOG(YourLog,Warning,TEXT("MyCharacter's Location is %s"),
*MyCharacter->GetActorLocation().ToString());
//"MyCharacter's FName is %s"
UE_LOG(YourLog,Warning,TEXT("MyCharacter's FName is %s"),
*MyCharacter->GetFName().ToString());
//"%s has health %d, which is %f percent of total health"
UE_LOG(YourLog,Warning,TEXT("%s has health %d, which is %f percent of total health"),
*MyCharacter->GetName(), MyCharacter->Health, MyCharacter->HealthPercent);
//"this is Grey Text"
UE_LOG(YourLog,Log,TEXT("This is grey text!"));
//"this is Yellow Text"
UE_LOG(YourLog,Warning,TEXT("This is yellow text!"));
//"This is Red Text"
UE_LOG(YourLog,Error,TEXT("This is red text!"));
可以看得出第二个参数是是用来控制颜色的。
传递客户端信息(网络模式):
PlayerController->ClientMessage("Your Message");
[cat] = a category for the command to operate on, or 'global' for all categories.
标签,没有设置就显示所有的Log
[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 list - list all log categories
Log list [string] - list all log categories containing a substring
Log reset - reset all log categories to their boot-time default
Log [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] - set the verbosity level of the category [cat]
Log [cat] break - toggle the debug break on display of the category [cat]
-LogCmds=\"[arguments],[arguments]…\" - applies a list of console commands at boot time
-LogCmds=\"foo verbose, bar off\" - turns on the foo category and turns off the bar category
Any command line option can be set via the environment variable UE-CmdLineArgs
set UE-CmdLineArgs=\"-LogCmds=foo verbose breakon, bar off\"
In DefaultEngine.ini or Engine.ini:
[Core.Log]
global=[default verbosity for things not listed later]
[cat]=[level]
foo=verbose break
Rama后面的一篇文章提供了显示代码行号、函数名称、类名等功能:
https://wiki.unrealengine.com/Logs,_Printing_the_Class_Name,_Function_Name,_Line_Number_of_your_Calling_Code!
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