As far I understand, PrintString node does not work in editor screen (during editing, NOT playing).
Is there something that does exist in UE that I can use to return text feedback to current user (developer)?
For example, in the screenshot (attachment), construction script prevents placement of multiple instances of this specific actor in editor. But the PrintString part does not execute. (Or it does execute but it does not show on editor viewport)
If the actor doesnât exist and you still want to execute whatever is after the Destroy Actor you can use the IsValid node to debug. If is valid print âthisâ and if not print âthatâ.
You can use compile, make sure the print has âprint to logâ enabled and open âWindow>Developer Tools > Output Logâ
And btw, you should only spawn if the length of the array meets the criteria of âis less than oneâ, not destroy after, because logic tells me that if you keep spawning and instantly destroying after that you could get stuck in an infinite loop.
If the actor doesnât exist and you still want to execute whatever is after the Destroy Actor you can use the IsValid node to debug. If is valid print âthisâ and if not print âthatâ.
You can use compile, make sure the print has âprint to logâ enabled and open âWindow>Developer Tools > Output Logâ
And btw, you should only spawn if the length of the array meets the criteria of âis less than oneâ, not destroy after, because logic tells me that if you keep spawning and instantly destroying after that you could get stuck in an infinite loop.
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I managed to upload the printscreen properly this time, I suppose (?)
The purpose of this actor is this: whenever I drag its icon from Content Browser and drop on level, construction script fires and if there is an instance of the actor in the level already, it destroys the one Iâve just attempted to âspawnâ.
I donât spawn this anywhere in the code with spawn node and I donât use it after any BeginPlay event.
It is just something I use to control/change camera spawn points for a multiplayer game.
The spawn code in GameMode class uses this actorâs location, you see.
So, back to question. I guess I donât have access to something like PrintString but something that will work in editor viewport even wtihout hitting Play?
First, check what said. You have Print to Screen unchecked in the PrintString node. Also, you can check into Blutilities for more options of running blueprints that affect things in the editor. Itâs been a long time since Iâve used them and I donât think Epic has done much with them, sadly and despite lots of talk to the contrary. However, way back then I was able to do stuff like select all blueprints of a certain type with a certain variable set a certain way or get the number of a type of asset in the level to help with level design. Cool stuff that never really got much support. And if I remember correct, it did print to the screen in the editor, but you had to have âShow Statsâ checked in the editor window. Under the little triangle menu, top left next to âPerspectiveâ.
First, check what said. You have Print to Screen unchecked in the PrintString node. Also, you can check into Blutilities for more options of running blueprints that affect things in the editor. Itâs been a long time since Iâve used them and I donât think Epic has done much with them, sadly and despite lots of talk to the contrary. However, way back then I was able to do stuff like select all blueprints of a certain type with a certain variable set a certain way or get the number of a type of asset in the level to help with level design. Cool stuff that never really got much support. And if I remember correct, it did print to the screen in the editor, but you had to have âShow Statsâ checked in the editor window. Under the little triangle menu, top left next to âPerspectiveâ.
Hope that helps.
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I unchecked Print To Screen after Iâve realized it wasnât working in editor.
And if I remember correct, it did print to the screen in the editor, but you had to have âShow Statsâ checked in the editor window.
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But this is the thing that makes it work in editor viewport. Thank you for your help