Logging
Define Custom Log Categories
The [CustomLog] attribute is used on a partial (and preferably static) class to define a custom log category, for the Unreal Engine output log.
The category's API will then generate automatically with methods such as Log / LogWarning / LogError / LogFatal.
[CustomLog]
public static partial class LogMyFirstLog;
[CustomLog(ELogVerbosity.Verbose)]
public static partial class LogMySecondLog;LogMyFirstLog: Defaults toELogVerbosity.Displaywhen no verbosity is specified.LogMySecondLog: Explicitly usesELogVerbosity.Verbose.
Use the Log Categories
Here’s an example of how to log with your custom categories:
[UClass]
public partial class ALogShowcase : AActor
{
public ALogShowcase()
{
LogMyFirstLog.Log("ALogShowcase constructor executed");
}
public override void BeginPlay()
{
LogMyFirstLog.Log("BeginPlay executed");
base.BeginPlay();
}
}And they will show up like this in the output log in the engine:
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