Logs, Printing Class Name, Function Name, Line Number

Overview Original Author: () Dear Community, In this wiki I am giving the code for how to independently print the Class, Function Name, and Line number wherever you are in the calling code that use...

Updated about 5 years ago

Overview

Original Author: ()

Dear Community,

In this wiki I am giving the code for how to independently print the Class, Function Name, and Line number wherever you are in the calling code that uses my pre-processor commands below!

You can even get a UE4 FString telling you the whole function signature of the function you are in where you use my code, including variable types!

I also provide you with a pre-processor command that prints a message to the screen including the Class name and line number!

Here's a pic!

File:JoyStringCurrentClassFuncLineNumber2.jpg

After you get my .h file below, the code for the above picture is this!

//~~~ Tick ~~~
void AEVCoreDefense::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    //~~~~~~~~~~~~~

    VSCREENMSG("Got Here!");  //Class and line number get printed for you! ÔÖÑ Rama
}

File:JoyStringCurrentClassFuncLineNumber3.jpg

My C++ Code For You

Here is the entire file you can #include in your code base!

I call it JoyCurrentClassFuncLine.h.

So you would then do this somewhere at the top of one of your core classes:

// Joy Class Func Line
#include "JoyCurrentClassFuncLine.h"
/*
    Joy String 
        Current Class, File, and Line Number!
            by Rama
            
    PreProcessor commands to get 
        a. Class name
        b. Function Name
        c. Line number 
        d. Function Signature (including parameters)
        
    Gives you a UE4 FString anywhere in your code that these macros are used!
    
    Ex: 
        You can use JOYSTR_CUR_CLASS anywhere to get a UE4 FString back telling you 
        what the current class is where you called this macro!
    
    Ex:
        This macro prints the class and line along with the message of your choosing!
        VSCREENMSG("Have fun today!");
    AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *(JOYSTR_CUR_CLASS_LINE + ": " + Param1)) )

#define VSCREENMSG2(Param1,Param2) (GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *(JOYSTR_CUR_CLASS_LINE + ": " + Param1 + " " + Param2)) )

#define VSCREENMSGF(Param1,Param2) (GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *(JOYSTR_CUR_CLASS_LINE + ": " + Param1 + " " + FString::SanitizeFloat(Param2))) )

//UE LOG!
#define V_LOG(LogCat, Param1)       UE_LOG(LogCat,Warning,TEXT("%s: %s"), *JOYSTR_CUR_CLASS_LINE, *FString(Param1))

#define V_LOG2(LogCat, Param1,Param2)   UE_LOG(LogCat,Warning,TEXT("%s: %s %s"), *JOYSTR_CUR_CLASS_LINE, *FString(Param1),*FString(Param2))

#define V_LOGF(LogCat, Param1,Param2)   UE_LOG(LogCat,Warning,TEXT("%s: %s %f"), *JOYSTR_CUR_CLASS_LINE, *FString(Param1),Param2)

#define V_LOGM(LogCat, FormatString , ...) UE_LOG(LogCat,Warning,TEXT("%s: %s"),    *JOYSTR_CUR_CLASS_LINE, *FString::Printf(TEXT(FormatString), ##__VA_ARGS__ ) )

V_LOG

Each of the V_LOG Macros takes as the first parameter the log category that you want to use!

#define V_LOG(LogCat, Param1)   UE_LOG(LogCat,Warning,TEXT("%s: %s"), *JOYSTR_CUR_CLASS_LINE, *FString(Param1))

V_LOGM

V_LOGM is special in that you can have an arbitrary number of vars that you output, and of any type, similar to standard UE_LOG functionality!

Example usage:

int32 Health = 100;
float ArmorPct = 52.33;
FVector Location(33,12,1);
    
V_LOGM(Joy, "Health: %d, ArmorPct: %f, Loc: %s",  Health, ArmorPct, *Location.ToString());

More Info

VS C++ Predifined Macros

Variadic Macros

Summary

Enjoy!

()

This helps keep the lights on