🗒️
Extended Logs
  • 👍Documentation
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  • What is the plugin for?
  • What do logs look like?
  • Log functions
  • Features

Documentation

This page describes the plugin documentation

Last updated 3 years ago

What is the plugin for?

Logging is an important part of any product development.

Now you have full access to unreal engine logs from blueprints

Since plugin used native ue logs you can use it for any platforms and configurations. About ue logs you can read this

What do logs look like?

You can see logs in Output log window, in file, and on screen.

Log message contains caller name(optional), the log category, the log verbosity, the log message and function name from where the log was called

Log functions

For logging you can use the following functions

Log - always log message

Conditional Log - log message if Condition parameter is true

Function parameters

  • Message - log message

  • Log Category Name - log category name(must declared in editor plugin settings or in c++)

  • Log Verbosity - message will be logged only if Given a certain verbosity level of the log, only log messages with matching or lower verbosity level will be printed to it(you can change default log verbosity for certain category from plugin settings)

  • Show Caller Name - whether or not to add the name of the object that called the function to message

  • Print to Screen - whether or not to print message to screen. Print only if message will be logged(see Log Verbosity parameter)

  • Screen Text Color - the color of the message on the screen(if Print to Screen is True)

  • Screen Duration - the display duration (if Print to Screen is True). Using negative number will result in loading the duration time from the config

Features

All plugins settings you can find in Project Settings -> Plugins Section -> Extended Logs

  • LogVerbositySelector - еhis utility allows you to change the default verbosity of logs (for declared logs in c++ in the DefaultEngine.ini, for plugins logs in @DeclaredLogCategories)

  • DeclaredLogCategories - declaring log categories without using C ++ (same as DECLARE_LOG_CATEGORY_EXTERN in c++). You can find more about the declaring logs in the official ue documentation

  • LogCategoryWidgetFilter - only log categories matching the filter will be displayed in log category name widget. It parameter works regardless of search box in popup list

  • AllowEmptyLogCategory - allow empty log categories in plugin Log functions. If this parameter is false messages with None categories will not be logged and blueprint will be displayed warning on compile

  • AllowInvalidLogCategory - allow categories that were once declared but then removed in plugin Log functions. If this parameter is false messages with None categories will not be logged and blueprint will be displayed warning on compile

  • FunctionDefaultLogCategory - default log category name in function when you spawn it

  • PrintLogsToScreen - if true, always display selected log verbosity from PrintLogsToScreenVerbosityMap to screen. It very useful for warnings and errors. Works independently of Print to Screen parameter from log function.

  • PrintLogsToScreenVerbosityMap - these categories of logs will be displayed to screen if PrintLogsToScreen is true

  • ScreenLogCategoriesFilter - only log categories matching the filter will be displayed on the screen. Same as LogCategoryWidgetFilter but for display message to screen if PrintLogsToScreen is true

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https://unrealcommunity.wiki/logging-lgpidy6i