Produktion_Digitaler_Medien/Source/BuildingEscape/WorldPosition.cpp

63 lines
1.9 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "WorldPosition.h"
#include "GameFramework/Actor.h"
// Sets default values for this component's properties
UWorldPosition::UWorldPosition()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UWorldPosition::BeginPlay()
{
Super::BeginPlay();
// ...
FString ObjectName = GetOwner()->GetName();
FString ObjectPosition = GetOwner()->GetActorLocation().ToString();
UE_LOG(LogTemp, Warning, TEXT("%s"), *ObjectName);
UE_LOG(LogTemp, Warning, TEXT("%s"), *ObjectPosition);
UE_LOG(LogTemp, Warning, TEXT("My name is: %s"), *GetOwner()->GetName());
UE_LOG(LogTemp, Warning, TEXT("My worldPosition is: %s"), *GetOwner()->GetActorLocation().ToString());
}
// Called every frame
void UWorldPosition::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// ...
}
//comment
//part 1
// UE_LOG(LogTemp, Warning, TEXT("This is a Warning"));
// UE_LOG(LogTemp, Error, TEXT("This is an Error"));
// UE_LOG(LogTemp, Display, TEXT("This is a Normal Message"));
// FString Log = TEXT("Hello");
// FString* LogPtr = &Log;
// Log.Len();
// (*LogPtr).Len(); // .Len wird zuerst ausgeführt, damit variable erreichbar () benutzen
// LogPtr->Len(); // -> zum aufruf von methoden von werten auf den pointer zeigen
// UE_LOG(LogTemp, Warning, TEXT("%s"), *Log);
// UE_LOG(LogTemp, Warning, TEXT("%s"), **LogPtr);
// FString OwnerName = GetOwner()->GetName();
// UE_LOG(LogTemp, Warning, TEXT("%s"), *OwnerName);
// UE_LOG(LogTemp, Warning, TEXT("My name is: %s"), *GetOwner()->GetName());