Hey there I'm working in unreal engine 5 in c++ and I'm working with the * operator to understand pointers and accessing them. In this code I call in the tick component:
```	AActor* Owner = GetOwner();
	//seek out this address and call its GANOL method
	//FString Name = (*Owner).GetActorNameOrLabel();
	//as above, so below (aasb)
	FString Name = Owner->GetActorNameOrLabel();
	FVector Location = Owner->GetActorLocation();
	FString SLocation = Location.ToCompactString();
	//thus: if pointer, use arrow, if struct/constructor, use dot method 
	UE_LOG(LogTemp, Display, TEXT("Mover Owner: %s, and location: %s"), *Name,*SLocation);
```
The 'Name' variable is stored after the pointer stored in 'Owner' is accessed with the -> operator. Thus, the pointer accesses the memory containing the Actors Name, which I presume is stored as a string. Why do we use the * operator like '*Name' in the UE_LOG function, if the 'Name' variable presumably contains a string and is not a pointer. Or, am I wrong in my understanding somewhere?