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Game Development Projects with Unreal Engine

You're reading from  Game Development Projects with Unreal Engine

Product type Book
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Pages 822 pages
Edition 1st Edition
Languages
Authors (4):
Hammad Fozi Hammad Fozi
Profile icon Hammad Fozi
Gonçalo Marques Gonçalo Marques
Profile icon Gonçalo Marques
David Pereira David Pereira
Profile icon David Pereira
Devin Sherry Devin Sherry
Profile icon Devin Sherry
View More author details
Toc

Table of Contents (19) Chapters close

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Logging Variables Using UE_LOG

In Chapter 11, Blend Spaces 1D, Key Bindings, and State Machines, we used and learned about the UE_LOG function in order to log when the player should throw the projectile. We then used the UE_LOG function in Chapter 13, Enemy Artificial Intelligence, to log when the player projectile hit an object. UE_LOG is a robust logging tool we can use to output important information from our C++ functions into the Output Log window inside the editor when playing our game. Up until this point, we have only logged FStrings to display general text in the Output Log window to know that our functions were being called. Now, it is time to learn how to log variables in order to debug how many coins the player has collected.

Note

There is another useful debug function available in C++ with Unreal Engine 4, known as AddOnScreenDebugMessage. You can learn more about this function here: https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UEngine/AddOnScreenDebugMessage...

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