When entering this code inside my character actor’s BeginPlay() method:
FString characterPos = GetOwner()->GetTransform().GetLocation().ToString();
UE_LOG(LogTemp, Warning, TEXT("Character location: %s"), *characterPos)
UE4 crashes. I current have two character blueprints derived from this class sitting in my game world. I was wondering why this was? Pretty sure I have to dereference an FString in order to get the underlying characters correct?