How can I get detail callstack info but not ' UnknownFunction ' in log?

disclaimer: i’m vaguely understand this topic, but since it isn’t answered yet, i’ll provide some info i know. While i’m probably not 100% correct, it may be enough to start your own research.

Ultimately, that printing code need to know function names. Those names are stored in “debug symbols”(aka Debug Files or *.pdb). Note that symbols can weight a few gigs, more than size of simple shipped applications.

Usually you’ll care about two types of symbols: engine ones and ones from your own application. There are more, like OS related, but i hadn’t need them during work with ue yet.

Engine:
If you using launcher version of engine, there is a checkbox in "advanced"s that will download all pdbs for your engine.
If it was custom build from sources, be it source build or installed build from AutomationTool.exe BuildGraph -target="Make Installed Build Win64" - afaik by default pdb are generated and is not stripped off.

Your application:
In editor they should always be available. In packaged build, afaik, they(and engine ones) will be included with Development & DebugGame configurations. For Shipping there is an option in project settings Include DebugFiles in Shipping Builds

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You have to put the corresponding PDB in the same directory as your exe (eg \Binaries\Win64.

thank you! it works!