UE_LOG not showing up

UE_LOGs are not showing up. Here is my code -
PawnBase.cpp-

// Fill out your copyright notice in the Description page of Project Settings.


#include "PawnBase.h"
#include "Components/CapsuleComponent.h"


// Sets default values
APawnBase::APawnBase()
{
 	// Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capusle Collider"));
	RootComponent = CapsuleComp;

	BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Base Mesh"));
	BaseMesh->SetupAttachment(RootComponent);

	TurretMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Turret Mesh"));
	TurretMesh->SetupAttachment(BaseMesh);

	ProjectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("Projectile Spawn Point"));
	ProjectileSpawnPoint->SetupAttachment(TurretMesh);
}

PawnBase.h-

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "PawnBase.generated.h"

class UCapsuleComponent;

UCLASS()
class TOONTANKS_API APawnBase : public APawn
{
	GENERATED_BODY()
private:

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
	UCapsuleComponent* CapsuleComp;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))	
	UStaticMeshComponent* BaseMesh;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))	
	UStaticMeshComponent* TurretMesh;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
	USceneComponent* ProjectileSpawnPoint;
			   
public:
	// Sets default values for this pawn's properties
	APawnBase();
};

PawnTurret.cpp-

// Fill out your copyright notice in the Description page of Project Settings.


#include "PawnTurret.h"
#include "Kismet/GameplayStatics.h"

// Called when the game starts or when spawned
void APawnTurret::BeginPlay()
{
    Super::BeginPlay();

    GetWorld()->GetTimerManager().SetTimer(FireRateTimerHandle, this, &APawnTurret::CheckFireCondition, FireRate, true, false);
}

// Called every frame
void APawnTurret::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

}

void APawnTurret::CheckFireCondition()
{
    // If Player == null || is Dead THEN BAIL!!

    // If Player Player IS in range THEN FIRE!!!
}

PawnTurret.h-

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "PawnBase.h"
#include "PawnTurret.generated.h"

/**
 *
 */
UCLASS()
class TOONTANKS_API APawnTurret : public APawnBase
{
	GENERATED_BODY()

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

private:

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat", meta = (AllowPrivateAccess = "true"))
		float FireRate = 2.0f;

	void CheckFireCondition();
	FTimerHandle FireRateTimerHandle;

protected:

};

I tried copying the code from GitLab but still did not work.
Any ideas?

Sorry, I forgot that I didn’t have a UE_LOG statement! Oops :smile:

1 Like

Was literally about to ask “what log”?

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