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 toELogVerbosity.Display
when 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 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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