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Natalo77
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I am trying to figure out a problem related to CableComponents.

As part of my learning and problem identification I'm trying to place some UE_LOGs/Debug Messages within Pawn.cpp and CableComponent.cpp

These changes are not reflected when the c++ code is compiled within unreal. which is consistent with Unreal only building project code.

So My question is, how can I make these changes to the source code and have them be used?

Alternatively, is there a better way to do what I'm trying to do?

The reason i'm trying to do this

  • I'm trying to figure out how often the dynamic data of UCableComponent is recalculated compared to the rendering update of APawn.

I am trying to figure out a problem related to CableComponents.

As part of my learning and problem identification I'm trying to place some UE_LOGs/Debug Messages within Pawn.cpp and CableComponent.cpp

These changes are not reflected when the c++ code is compiled within unreal. which is consistent with Unreal only building project code.

So My question is, how can I make these changes to the source code and have them be used?

Alternatively, is there a better way to do what I'm trying to do?

I am trying to figure out a problem related to CableComponents.

As part of my learning and problem identification I'm trying to place some UE_LOGs/Debug Messages within Pawn.cpp and CableComponent.cpp

These changes are not reflected when the c++ code is compiled within unreal. which is consistent with Unreal only building project code.

So My question is, how can I make these changes to the source code and have them be used?

Alternatively, is there a better way to do what I'm trying to do?

The reason i'm trying to do this

  • I'm trying to figure out how often the dynamic data of UCableComponent is recalculated compared to the rendering update of APawn.
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Natalo77
  • 709
  • 10
  • 30

How to make changes to Pawn.cpp Unreal?

I am trying to figure out a problem related to CableComponents.

As part of my learning and problem identification I'm trying to place some UE_LOGs/Debug Messages within Pawn.cpp and CableComponent.cpp

These changes are not reflected when the c++ code is compiled within unreal. which is consistent with Unreal only building project code.

So My question is, how can I make these changes to the source code and have them be used?

Alternatively, is there a better way to do what I'm trying to do?