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Logging

Akin to the UE_LOG macro in C++, NimForUE has a proc for each level

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:

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"))