[UE4]UE_LOG的用法跟枚举类型
[UE4]UE_LOG的用法和枚举类型
示例:
const TCHAR* path = TEXT("/Resource/test.ini"); TArray<FString> sectionNames; GConfig->GetSectionNames(path, sectionNames); for (int i = 0; i < sectionNames.Num(); i++) { const TCHAR* msg = sectionNames[i].GetCharArray().GetData(); UE_LOG(LogTemp, Display, TEXT("%s"), *msg); }
UE_LOG的枚举类型
OutputDevice.h
enum Type { /** Not used */ NoLogging = 0, /** Always prints s fatal error to console (and log file) and crashes (even if logging is disabled) */ Fatal, /** * Prints an error to console (and log file). * Commandlets and the editor collect and report errors. Error messages result in commandlet failure. */ Error, /** * Prints a warning to console (and log file). * Commandlets and the editor collect and report warnings. Warnings can be treated as an error. */ Warning, /** Prints a message to console (and log file) */ Display, /** Prints a message to a log file (does not print to console) */ Log, /** * Prints a verbose message to a log file (if Verbose logging is enabled for the given category, * usually used for detailed logging) */ Verbose, /** * Prints a verbose message to a log file (if VeryVerbose logging is enabled, * usually used for detailed logging that would otherwise spam output) */ VeryVerbose, // Log masks and special Enum values All = VeryVerbose, NumVerbosity, VerbosityMask = 0xf, SetColor = 0x40, // not actually a verbosity, used to set the color of an output device BreakOnLog = 0x80 };