I used a different location pointer for the objects and it worked`

This was my first attempt and it worked exactly as expected without the transform position method? Why is that?

FString ObjectPosition = GetOwner()->GetActorLocation().ToString();
UE_LOG(LogTemp, Warning, TEXT(“Postion reporter reporting for %s! at %s”), *ObjectName, *ObjectPosition);

the GetActorLocation() function returns an FVector representing the object’s position just like the function used in the lecture.

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