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 to ELogVerbosity.Display when no verbosity is specified.

  • LogMySecondLog: Explicitly uses ELogVerbosity.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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