Akin to the UE_LOG macro in C++, NimForUE has a proc for each level
UE_LOG
UE_Log "Actor overlaped whatev1"UE_Warn "Hello from Aactor2"UE_Error &"Error struct is null"
Likewise, AddOnScreenDebugMessage is available as printString on any child of UObject with default values for the arguments:
AddOnScreenDebugMessage
printString
UObject
proc printString*(worldContextObject : UObjectPtr; inString : FString = "Hello"; bPrintToScreen : bool = true; bPrintToLog : bool = true; textColor : FLinearColor = makeFLinearColor( "(R=0.000000,G=0.660000,B=1.000000,A=1.000000)"); duration : float32 = 2.0'f32; key : FName = makeFName("None"))