#include "KismetSystemLibrary.h" #include "gui.h" void UKismetSystemLibrary::PrintStringHook(UObject* Context, FFrame* Stack, void* Ret) { UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FString inString; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bPrintToScreen; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) bool bPrintToLog; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) FLinearColor TextColor; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) float Duration; Stack->StepCompiledIn(&WorldContextObject); Stack->StepCompiledIn(&inString); Stack->StepCompiledIn(&bPrintToScreen); Stack->StepCompiledIn(&bPrintToLog); Stack->StepCompiledIn(&TextColor); Stack->StepCompiledIn(&Duration); if (bEngineDebugLogs) LOG_INFO(LogDev, "GameLog: {}", inString.ToString()); return PrintStringOriginal(Context, Stack, Ret); }