I am surprised by the number of ways that you can go about getting the location, having looked at some of the other posts.
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yeah I found this one work like charm too.
Super::BeginPlay();
FString ObjectName = GetOwner()->GetName();
FVector ObjectPos = GetOwner()->GetActorLocation();
UE_LOG(LogTemp, Warning, TEXT(“position of %s is in %s”),*ObjectName , *ObjectPos.ToString());
}
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I feel using actor location its more natural for me , as I came from blueprint development.
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