Documentation
This page describes the plugin documentation
Last updated
This page describes the plugin documentation
Last updated
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
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
For logging you can use the following functions
Log - always log message
Conditional Log - log message if Condition parameter is true
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
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