Print String

From Augmotic Library
< Unreal‎ | API
Inputs
In String The string to be printed or logged.
Print to Screen Determines if the string should show onscreen.
Print to Log Determines if the string should show in the output log.
Text Color Color of the text when shown onscreen.
Duration Length of time to show onscreen.
Key The ID used to overwrite the onscreen text.
Inputs
WorldContextObject World instance pointer.
InString The string to be printed or logged.
bPrintToScreen Determines if the string should show onscreen.
bPrintToLog Determines if the string should show in the output log.
TextColor Color of the text when shown onscreen.
Duration Length of time to show onscreen.
Key The ID used to overwrite the onscreen text.
#include "Kismet/KismetSystemLibrary.h"
Header: /Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h
Source: /Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp
This Development Only function will not work in a shipped package build.

Overview

Print String will output the selected string onto the screen or the log while allowing the look and behavior to be modified. You have the option of where the string gets output: Onscreen, the Output Log, or both.

If the screen is enabled, you can change the color of the text, the length of time before it is removed, and whether to use an ID to overwrite multiple outputs.

  • Color can be changed either by an input pin or by clicking on the color box and manually adjusting it.
  • If no key is used, a new line will be created for each print function call.

Examples

New Lines

This will print on the BeginPlay event and show a new line of text for each call.

Overwritten

This will overwrite the line of text using the "Delta" key and only output to the screen.