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