AActor::GetDebugName
#include "GameFramework/Actor.h"
Access: public
Specifiers: static
Description
Returns the actor's name as a string, or the literal string "NULL" if the pointer is null. Designed for safe use in log messages and debug output.
Caveats & Gotchas
- • This is a convenience wrapper around `GetName()` that handles null pointers — it does not add any extra information beyond the actor's base `UObject` name. For more context-rich identifiers (class name, net role), use `GetFullName()` or `GetPathName()` instead.
- • The returned name is the `UObject` name, not any display or human-readable name. In PIE, names include auto-generated suffixes like `_C_0`.
Signature
static FString GetDebugName(const AActor* Actor) { return Actor ? Actor->GetName() : TEXT("NULL"); } Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Actor | const AActor* | The actor to get the name of. May be null. | — |
Return Type
FString Example
Safe actor name in a log message C++
void AMySystem::ProcessActor(AActor* Actor)
{
UE_LOG(LogGame, Log, TEXT("Processing actor: %s"), *AActor::GetDebugName(Actor));
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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