debug log
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) // Do not Print in Shipping or Test
if (UGameLib::GetFootprintDebugEnable())
{
FString msg = TEXT("PRayVSFX SurFace : ") + TempPhysMat->GetName() + TEXT("// ID : ") + FString::FromInt(i) + TEXT("// Actor : ") + *OwnActor->GetName();
UKismetSystemLibrary::PrintString(TWorld, msg, true, true, FLinearColor::Gray, 1.f, true);
//UE_LOG(LogTemp, Log, msg);
}
#endif
if (UGameLib::GetFootprintDebugEnable())
{
FString msg = TEXT("PRayVSFX SurFace : ") + TempPhysMat->GetName() + TEXT("// ID : ") + FString::FromInt(i) + TEXT("// Actor : ") + *OwnActor->GetName();
UKismetSystemLibrary::PrintString(TWorld, msg, true, true, FLinearColor::Gray, 1.f, true);
//UE_LOG(LogTemp, Log, msg);
}
#endif
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