GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("This is an on screen message!")); UE_LOG(LogTemp, Log, TEXT("Log text %f"), 0.1f); UE_LOG(LogTemp, Warning, TEXT("Log warning")); UE_LOG(LogTemp, Error, TEXT("Log error")); FError::Throwf(TEXT("Log error")); FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(TEXT("Dialog message")));
PlayerController::ClientMessage usually does this, and you can see how it passes through to ClientTeamMessage, and then (in the context of the local player controller) calls this: CastChecked<ULocalPlayer>(Player)->ViewportClient->ViewportConsole->OutputText( SMod ); So ya, get a reference to the player controller, and call ClientMessage(TEXT("Console message"));
for (auto& Elem :FruitMap) { FPlatformMisc::LocalPrint( *FString::Printf( TEXT("(%d, \"%s\")\n"), Elem.Key, *Elem.Value ) ); }