Logs, Printing Class Name, Function Name, Line Number
@alert info This is a legacy article imported from the old wiki. An updated version can be found here: [Not Created Yet] @endalert Overview You can even get a UE4 FString telling you the whole func...
This is a legacy article imported from the old wiki.
An updated version can be found here: [Not Created Yet]
Overview
You can even get a UE4 FString telling you the whole function signature of the function you are in, including variable types!
Print Screen Messages With Class/LineNumber
You also get a pre-processor command that prints a message to the screen including the class name and line number!
//~~~ Tick ~~~
void AEVCoreDefense::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
//~~~~~~~~~~~~~
VSCREENMSG("Got Here!"); //Class and line number get printed for you! ÔÖÑ Rama
}
Print the name of the Calling Function, With Entire Signature!
Code
Simply put 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());