The messages are parsed for links, file and folder paths, source files and possible blueprint references. If a valid match is found, they can be clicked to be opened. For example, you can directly jump from a stack trace to the problematic blueprint function:
“Collapsed” mode - filter out repeated log messages, e.g. from an error occurring in a loop. In this example, a blueprint logs the same string each tick, but does not clutter up the log:
At the moment it is not possible to open several windows of the new output log. It is however possible to use the standard log window together with the new output log (as you can see in one of the screenshots).
This is a problem that all “tool windows” in UE4 have. Their current workaround is to just add 4 menu entries for the same thing into the main menu. So you have “Viewport 1”, “Viewport 2”, etc. as menu entries, which is pretty horrible as far as UX goes.
But that is a very easy solution that I might add for the new log window.
I’m really interested in this tool. I like especially the collapsed mode and adjusting font size/appearance. I would also like to see a possibility to show value of one variable in the same line, the way you would display FPS counter on the screen. But this should maybe be done in a separate window.
Well EPIC did not do it for their current log window.
I think this is because each additional window duplicates all of the log messages and has to parse and display them separately, which might cause performance issues.
But in my tests I did not find any problems with that, so who knows, maybe they just did not see the use case?
What influence your plugin should have on editor perfomance?
My project packaging time increased dramatically with your plugin activated (default settings, no custom categories)
455.10 seconds vs 167.66 with your plugin deactivated
Also, editor often hangs\freezes during cooking with your plugin