[Unreal]#20_Log
Unreal 개발 중 "Debugging"에 대해 알아보겠습니다.
커스텀 로그 클래스를 생성하고 활용하는 방법에 대해 살펴보겠습니다.
로그
1. ELogVerbosity
namespace ELogVerbosity
{
enum Type
{
NoLogging = 0,
Fatal,
Error,
Warning,
Display,
Log,
Verbose,
VeryVerbose,
All = VeryVerbose,
NumVerbosity,
VerbosityMask = 0xf,
SetColor = 0x40,
BreakOnLog = 0x80,
}
}
- 단순히, 로깅 메세지의 컬러를 변경합니다.
- "Fatal" 타입만 예외적으로, 메세지가 출력되면 Crash가 발생합니다!
2. Custom Log Category
DEFINE_LOG_CATEGORY_STATIC(GameProject, Display, All)
- LogTemp 대신, 다른 로그 카테고리를 활용하기위해 위 문장이 필요합니다!
3. 메크로
- 해당 메크로들은 디버깅 로그시 유용하게 활용할 수 있겠죠!
커스텀 로그 클래스
1. /Utilities/CustomLog.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#define PrintLine(){ CLog::Log(__FUNCTION__, __LINE__);}
/**
*
*/
class DARKSOUL_API CustomLog
{
public:
static void Print(int32 InValue, int32 InKey = -1, float Duration = 10.0f, FColor InColor = FColor::Blue);
static void Print(float InValue, int32 InKey = -1, float Duration = 10.0f, FColor InColor = FColor::Blue);
static void Print(const FString& InValue, int32 InKey = -1, float Duration = 10.0f, FColor InColor = FColor::Blue);
static void Print(const FVector& InValue, int32 InKey = -1, float Duration = 10.0f, FColor InColor = FColor::Blue);
static void Print(const FRotator& InValue, int32 InKey = -1, float Duration = 10.0f, FColor InColor = FColor::Blue);
static void Log(int32 InValue);
static void Log(float InValue);
static void Log(const FString& InValue);
static void Log(const FVector& InValue);
static void Log(const FRotator& InValue);
static void Log(const UObject* InObject);
static void Log(const FString& InFuncName, int32 InLineNumber);
};
2. /Utilities/CustomLog.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomLog.h"
#include "Engine.h"
DEFINE_LOG_CATEGORY_STATIC(GameProject, Display, All)
void CustomLog::Print(int32 InValue, int32 InKey, float Duration, FColor InColor)
{
GEngine->AddOnScreenDebugMessage(InKey, Duration, InColor, FString::FromInt(InValue));
}
void CustomLog::Print(float InValue, int32 InKey, float Duration, FColor InColor)
{
GEngine->AddOnScreenDebugMessage(InKey, Duration, InColor, FString::SanitizeFloat(InValue));
}
void CustomLog::Print(const FString& InValue, int32 InKey, float Duration, FColor InColor)
{
GEngine->AddOnScreenDebugMessage(InKey, Duration, InColor, InValue);
}
void CustomLog::Print(const FVector& InValue, int32 InKey, float Duration, FColor InColor)
{
GEngine->AddOnScreenDebugMessage(InKey, Duration, InColor, InValue.ToString());
}
void CustomLog::Print(const FRotator& InValue, int32 InKey, float Duration, FColor InColor)
{
GEngine->AddOnScreenDebugMessage(InKey, Duration, InColor, InValue.ToString());
}
void CustomLog::Log(int32 InValue)
{
UE_LOG(GameProject, Display, L"%d", InValue);
}
void CustomLog::Log(float InValue)
{
UE_LOG(GameProject, Display, L"%f", InValue);
}
void CustomLog::Log(const FString& InValue)
{
UE_LOG(GameProject, Display, L"%s", *InValue);
}
void CustomLog::Log(const FVector& InValue)
{
UE_LOG(GameProject, Display, L"%s", *InValue.ToString());
}
void CustomLog::Log(const FRotator& InValue)
{
UE_LOG(GameProject, Display, L"%s", *InValue.ToString());
}
void CustomLog::Log(const UObject* InObject)
{
FString str;
if (!!InObject)
str.Append(InObject->GetName());
str.Append(!!InObject ? " Not Null" : "Null");
UE_LOG(GameProject, Display, L"%s", *str);
}
void CustomLog::Log(const FString& InFuncName, int32 InLineNumber)
{
FString str;
str.Append(InFuncName);
str.Append(", ");
str.Append(FString::FromInt(InLineNumber));
UE_LOG(GameProject, Display, L"%s", *str);
}
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