여러가지 형식 지정자 공부함. 거의 대부분은 C언어 공부할때 배웠던 건데 FString과 wchar_t는 이번에 처음 알게됨.
// Fill out your copyright notice in the Description page of Project Settings.
#include "ShooterCharacter.h"
// Sets default values
AShooterCharacter::AShooterCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AShooterCharacter::BeginPlay()
{
Super::BeginPlay();
UE_LOG(LogTemp, Warning, TEXT("BeginPlay() called!"));
int myInt{ 42 };
UE_LOG(LogTemp, Warning, TEXT("int myInt : %d"), myInt);
float myFloat{ 3.14159f };
UE_LOG(LogTemp, Warning, TEXT("int myFloat : %f"), myFloat);
double myDouble{ 0.000756 };
UE_LOG(LogTemp, Warning, TEXT("double myDouble : %lf"), myDouble);
char myChar{ 'J' };
UE_LOG(LogTemp, Warning, TEXT("char myChar : %c"), myChar);
wchar_t wideChar{ L'J' };
UE_LOG(LogTemp, Warning, TEXT("wchar_t wideChar : %lc"), wideChar);
bool myBool{ true };
UE_LOG(LogTemp, Warning, TEXT("bool myBool : %d"), myBool);
UE_LOG(LogTemp, Warning, TEXT("int : %d, float : %f, bool : %d"), myInt, myFloat, myBool);
}
// Called every frame
void AShooterCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AShooterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}