Logging

Enable Custom Logs

Need to include this assembly in your csproj:

<Reference Include="UnrealSharp.Log">
  <HintPath>..\..\Plugins\UnrealSharp\Binaries\Managed\net9.0\UnrealSharp.Log.dll</HintPath>
</Reference>

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 class ALogShowcase : AActor
{
    public ALogShowcase()
    {
        LogMyFirstLog.Log("ALogShowcase constructor executed");
    }

    protected override void BeginPlay()
    {
        LogMyFirstLog.Log("BeginPlay executed");
        base.BeginPlay();
    }
}

And they will show up like this in the output log in the engine:

LogMyFirstLog: Display: ALogShowcase constructor executed
LogMyFirstLog: Display: BeginPlay executed

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