I got this error trying to overload a method for message debugging purposes:
1>g:\epic games\ue_4.15\engine\source\runtime\core\public\Logging/LogMacros.h(34): error C2665: 'CheckVA': none of the 11 overloads could convert all the argument types
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(87): note: could be 'bool CheckVA(bool)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(86): note: or 'void *CheckVA(ANSICHAR *)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(85): note: or 'TCHAR CheckVA(TCHAR)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(84): note: or 'long CheckVA(unsigned long)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(83): note: or 'long CheckVA(long)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(82): note: or 'double CheckVA(double)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(81): note: or 'int64 CheckVA(int64)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(80): note: or 'uint64 CheckVA(uint64)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(79): note: or 'int32 CheckVA(int32)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(78): note: or 'uint8 CheckVA(uint8)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Misc/VarArgs.h(77): note: or 'uint32 CheckVA(uint32)'
1> g:\epic games\ue_4.15\engine\source\runtime\core\public\Logging/LogMacros.h(34): note: while trying to match the argument list '(FString)'
note: see reference to function template instantiation 'void FMsg::Logf_Internal<FString>(const ANSICHAR *,int32,const FName &,ELogVerbosity::Type,const TCHAR *,T1)' being compiled
with
[
T1=FString
]
I’m not sure, but this means FString is not supported for overloading? I didn’t understand this error
Here’s the relevant part of the code:
.h
void DebugMethod_LowPriority(FString ClassName, FString MethodName, TArray<FString> AdditionalInformation);
void DebugMethod_LowPriority(FString ClassName, FString MethodName);