So today I attempted to try and push towards the first release of my mod for a RP server. The only things left were server logs and inventory by steamID.
Neither of these are possible with the current devkit.
See if you can find anything interesting to hook in to in the admin manager ui if you are interested in the logging it provides. As far as I understand it logs chat, but I haven’t messed around with it much to know what all it can do.
Sadly I have tried that as well and almost all it logs is hidden. The game clearly grabs the names of who killed who as it displays it everytime you are killed but there is no way for us modders to grab that info or especially to grab players SteamID which is the big issue I have
If you are asking about normal UE4 logging that is disabled inside shipping builds. We probably won’t turn this one on anytime soon since it hurts performance and makes servers have to deal with some disk bloat. But even so this does not output things like “player x built y” or “x hit y for 10 damage” which sounds more like what you are wanting. Not really a built in log of gameplay actions on servers currently. But while normal log output is disabled writing to a file is not. Also the Print String node above with ‘print to log’ is writing to the normal UE4 log.
Have you tried looking at the PlayerState’s playername? The steam id I don’t think is directly exposed to blueprint yet (it’s stored on the players netconnection as playerid). Either way I think it’s a good call to have helper blueprint callable functions to get “character name, steam name or steamID” from a PC. Maybe even a lookup if all you have is the steamid but that would have some perf overhead.
Yeah, the print to log was me forgetting to untick it
But yes - i realise i would likely need to pull names and such into a string then append them together to reach a [name][SteamID] killed [name][SteamID] - the issue is that as far as i can tell it is currently impossible for modders to grab the steamID from anywhere (since we cant use C++) or the player name. I will try the playerstate though, might be the thing i didn’t check that works.
Also the game has kill messages by default - but I cannot find where they are generated (probably hidden in C++), being able to use those would make it so easy, literally just save them to a file
Did this go anywhere? I’m fairly desperate for logging on my own server and I haven’t had much luck with the blueprints listed here - anyone have a good example of logging working?
getting players and who killed who should be in the SofT files somewhere.
for logging, as a workaround one could pipe the logging through RCON and have the rcon tool save it ( not sure if one can hook into rcon at all though )