Now I’ve got ingame logging
#define LOG_TO_SCREEN(Text) \
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::White, (TEXT("%s"), (FString)Text));
void UWorldPosition::BeginPlay()
{
Super::BeginPlay();
TArray<FStringFormatArg> args;
args.Add(FStringFormatArg(GetName()));
args.Add(FStringFormatArg(GetOwner()->GetName()));
FString Test = FString::Format(TEXT("Component: {0} - Object Name is: {1}"), args);
UE_LOG(LogTemp, Warning, TEXT("%s"), *Test);
LOG_TO_SCREEN(*Test);
}