I’m just starting to look into using C++ to add to my blueprint function library, and my very first node I wish to add is one to clear debug text from the screen using ClearOnScreeNDebugMessages().
I added these two code snips to my MyBlueprintFunctionLibrary.cpp and MyBlueprintFunctionLibrary.h files. The node showed up in my blueprint library, but it comes with a self pin. I’m really not quite sure what to connect to it. Does anyone know what I should connect here, based off the C++ code?
// Fill out your copyright notice in the Description page of Project Settings.
#include "RaptorDemo.h"
#include "MyBlueprintFunctionLibrary.h"
// Clears screen of debug text.
void UMyBlueprintFunctionLibrary::ClearOnScreenDebugMessages()
{
GEngine->ClearOnScreenDebugMessages();
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"
/**
*
*/
UCLASS()
class RAPTORDEMO_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
// Clears screen of all debug text.
UFUNCTION(BlueprintCallable, Category = "Utilities|String")
virtual void ClearOnScreenDebugMessages();
};