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UE4 - Where does that Print String come from? Tutorial lost print string solution Unreal Engine

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Marvel Master

Marvel Master

3 жыл бұрын

Tell me I am not the only one loosing track of my print strings
This video is the solution
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Пікірлер: 18
@rifat.ahammed
@rifat.ahammed Жыл бұрын
Thank You
@the_mrkaryo
@the_mrkaryo 3 жыл бұрын
This is great, set it up once during the initial phases of the project, save yourself a lot of time down the line!!
@MarvelMaster
@MarvelMaster 3 жыл бұрын
Thats the idea behind this 🤗
@paulkelsey2632
@paulkelsey2632 3 жыл бұрын
Easier to use the output log. You can even search the output log for the string.
@gangedup1
@gangedup1 3 жыл бұрын
Epic
@kathoden135
@kathoden135 3 жыл бұрын
GENIUS!
@omegablast2002
@omegablast2002 2 жыл бұрын
This is brilliant thank you!
@JanHarcarik
@JanHarcarik 3 жыл бұрын
Very nice! thank you!
@Maladrum
@Maladrum 3 жыл бұрын
You crazy son of a b!tch, you did it! Why did I never think of this, though? Seriously. I'm doing this from now on, thank you!
@MarvelMaster
@MarvelMaster 3 жыл бұрын
Hehe
@IWillYeah
@IWillYeah 3 жыл бұрын
You can also use output log as it tells you where each print string originates from. i.e. With this method you don't need to modify the string to tell who 'printed' it. eg: LogBlueprintUserMessages: [ThirdPlayerCharacter] Box opened
@MarvelMaster
@MarvelMaster 3 жыл бұрын
Nice to know but dont you see many other things in log? I remember having trouble finding prints in the log
@IWillYeah
@IWillYeah 3 жыл бұрын
@@MarvelMaster if the print says, "Box opened" I just use the search box inside the output log and search said terms, comes straight up. Using percise search terms will filter out/ remove irrelevant parts of the output log. Also, you can uses the filters tab inside the output log to remove warnings and errors, and by category so you are left with just messages.
@sicparvismagna6526
@sicparvismagna6526 2 жыл бұрын
you just saved my life!
@IWillYeah
@IWillYeah 2 жыл бұрын
@@sicparvismagna6526 haha, good to hear. 😄
@IWillYeah
@IWillYeah 3 жыл бұрын
Also, considering this doesn't need the additional macro functionality (Multiple exec pins, latency nodes etc) A blueprint function library function may be a better choice, due to the way functions are represented in engine as a single unit that is compiled once, and then reused, each and every node inside a macro from a Macro BPL is compiled individually for each macro.
@MarvelMaster
@MarvelMaster 3 жыл бұрын
Wanted to use a function but self does not work inside function and i was looking for a one node solution
@KazeOfKami
@KazeOfKami 7 ай бұрын
@@MarvelMaster You can use a Function no problem. Just get the "World Context" which will give you the originator of Print String.
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