How can I monitor values of variables (ints, vectors, floats)?

Hello Community

If I use, lets say actor Position or distance Node between Actor Camera. How can I see integers vectors or floats?
Is there a Print node that shows whats going on?? Like in unity print command???

Thanks

Hey Gygoracdes,

node you’re looking for in Blueprints is Print String node. Right click in Event Graph and search for “print” to find it. You can then attach most outputs to In String input, and editor will automatically convert output to a string. This will print it during play and also put it in your Output Log (Window > Output Log).

Hope that helps!

Thank you very much for your Response. But it this possible in Material Editor?

When I set a VertexNormalWS or lets better take ActorPosition Node into editor and connect it to Base color. How do I know that I have to divide by 1600??? To get smoother results?
But if I could set a print node after Actor Position that outputs me numbers, it would be a big help to see whats going on quickly.

Is it possible to place a print node in Material Editor??? I had no luck…

Thanks for your answers in advance…

Ah, I apologize, I didn’t realize you were talking about Material Editor Grpah. Unfortunately there isn’t currently a way to output numbers in Material Editor. There is no Print String available for Material Editor, but you should be able to see what you need within Preview viewport. If you click teapot icon in preview viewport with a mesh selected in Content Browser, you can check your material on a mesh. Then, you can right-click any node in graph and select Start Previewing Node to see what material looks like at that point in your math.

That is not very useful when you are trying to preview nodes that export just a float (1,2,3 or 4?) or a value that can be 1000,000 against 10 (white). Currently, Epic documentation on some nodes is either lacking or just simply doesn’t exist. Without a way to know what type of output goes out it’s hard to know.

I imagine another way si to open C++ code and check it out. How many people use Unreal Engine, and build material networks that are not C++ programmers? While that be a way, is it efficient? How important is efficiency for someone working with materials in UE4?

Those are some things to consider