Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By : William Sherif, Stephen Whittle
Book Image

Unreal Engine 4 Scripting with C++ Cookbook

By: William Sherif, Stephen Whittle

Overview of this book

Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language.
Table of Contents (19 chapters)
Unreal Engine 4 Scripting with C++ Cookbook
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Core/Logging API – FMessageLog to write messages to the Message Log


FMessageLog is an object that allows you to write output messages to the Message Log (Window | Developer Tools | Message Log) and Output Log (Window | Developer Tools | Output Log) simultaneously.

Getting ready

Have your project ready and some information to log to Message Log. Display Message Log in your UE4 Editor. The following screenshot is of the Message Log:

How to do it…

  1. Add #define to your main header file (ProjectName.h) defining LOCTEXT_NAMESPACE as something unique to your codebase:

    #define LOCTEXT_NAMESPACE "Chapter12Namespace"

    This #define is used by the LOCTEXT() macro, which we use to generate FText objects, but is not seen in output messages.

  2. Declare your FMessageLog by constructing it somewhere very global. You can use extern in your ProjectName.h file. Consider the following piece of code as an example:

    extern FName LoggerName;
    extern FMessageLog Logger;
  3. And then, create your FMessageLog by defining it in a .cpp...