You can just do:
UE_LOG(LogTemp, Warning, L"Actor named %s has spawned", *Name.ToString());
Or in your case:
#define MY_LOG(CategoryName,Verbosity,Message, ...) UE_LOG(CategoryName, Verbosity, Message, ##__VA_ARGS__)
MY_LOG(LogDebug, Verbose, L"Actor named %s has spawned", *Name.ToString());