So in practice of printing hit actor name, which has resulted
AActor* HitActor = HitResult.GetActor();
UE_LOG(LogTemp, Display, TEXT(“Hit : %s”), *HitActor->GetActorNameOrLabel());
in lecture(08:00).
My attempt was
FString HitActor = HitResult.GetActor()->GetActorNameOrLabel();
UE_LOG(LogTemp, Display, TEXT(“Hit : %s”), HitActor);
and got error while build.
I’m curious of what is wrong.