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ACharacter::RootMotionDebugClientPrintOnScreen_Implementation

function Engine Since 4.14
#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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