Hey guys,
I thought I had my head around these pointers but obviously not as I keep causing Unreal to crash and having to reset my project.
Here is the code I was trying to do to save the actor that gets hit name as an FString.
AActor* ActorHit = Hit.GetActor();
FString ActorName = ActorHit->GetName();
In Bens solution he does this inline inside the debug log here:
if (ActorHit)
{
UE_LOG(LogTemp, Warning, TEXT("Line trace hit %s"), *(ActorHit->GetName()));
}
Why does my way of getting the FString always cause the editor to crash?