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How to log FText?

I'm having some issues with FText not displaying on my HUD. So, I'm trying to print the contents with UE_LOG. The only thing is nothing prints out. I don't believe I'm converting my FText to FString or FName correctly.

Here's what I have currently:

 DialogueNodes *temp = dialogues2.Find(id2);
 const FString logData = temp->DialogueFragment.ToString();
 FName logDataF = FName(*logData);
 UE_LOG(LogTemp, Warning, TEXT("DialogueFragment: %s"), *logDataF.ToString());
Product Version: UE 4.11
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asked Jul 27 '16 at 02:44 AM in C++ Programming

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zerophase
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You don't need to convert FString to FName to print it with UE_LOG.

Conversion from FText to FString is simple as that:

 FText SomeText = FText::FromString("Something");
 FString SomeString = SomeText.ToString();
 UE_LOG(LogTemp, Log, TEXT("SomeString: %s"), *SomeString);
   

There's no magic here afaik. I'd rather guess that the issue is either with the way you fill your FText variable or with the way you're trying to display it.

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answered Jul 27 '16 at 07:42 AM

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Atheist91
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avatar image zerophase Jul 27 '16 at 09:14 AM

Odd, I changed a blueprintable function from return type FName to FText, and it wasn't getting called. Turns out I had to delete the binding to my HUD in blueprints, and recreate it with all of the same functions.

avatar image Atheist91 Jul 27 '16 at 12:00 PM

Good that it works. :p

avatar image darkgaze Jan 30 '18 at 11:26 AM

I think everybody uses this great article on logging https://wiki.unrealengine.com/Logs,_Printing_Messages_To_Yourself_During_Runtime

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