ACharacter::RootMotionDebugClientPrintOnScreen_Implementation
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualENGINE_API
Description
Implementation body for the RootMotionDebugClientPrintOnScreen RPC. Prints the provided debug string to the game viewport on the local client.
Caveats & Gotchas
- • This renders using GEngine->AddOnScreenDebugMessage, which is a global queue. If many root motion debug messages fire simultaneously they can flood the screen and push off other debug output.
- • Override this if you want to redirect root motion debug messages to a custom logging channel or in-game console rather than the default on-screen display.
Signature
ENGINE_API virtual void RootMotionDebugClientPrintOnScreen_Implementation(const FString& InString); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InString | const FString& | The debug message to print on-screen. | — |
Return Type
void Example
Redirect root motion debug to custom log C++
void AMyCharacter::RootMotionDebugClientPrintOnScreen_Implementation(const FString& InString)
{
// Skip on-screen spam and route to our debug log instead
UE_LOG(LogRootMotion, Verbose, TEXT("%s"), *InString);
} Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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