Some suggestions:
-
#define NO_LOGGING 1
in a relevant place (e.g. Project.Build.cs should work) - use a shipping build configuration as in shipping NO_LOGGING is set to
!USE_LOGGING_IN_SHIPPING
and USE_LOGGING_IN_SHIPPING is set to 0 (see https://github.com/EpicGames/UnrealEngine/blob/cdaec5b33ea5d332e51eee4e4866495c90442122/Engine/Source/Runtime/Core/Public/Misc/Build.h#L352 and https://github.com/EpicGames/UnrealEngine/blob/cdaec5b33ea5d332e51eee4e4866495c90442122/Engine/Source/Runtime/Core/Public/Misc/Build.h#L220) - if you can’t use one of the above disable the log categories via config (Engine.ini), you should be able to set something like the following
[Core.Log]
global = none
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Adding the setting in DefaultEngine.ini didn’t work for me but adding into the Saved/Config/Engine.ini does. Setting the verbosity to none
should only log fatal messages but for me it writes a few non fatal ones (like “LogPluginManager: Mounting plugin …” for example). Not sure why that happens I would have to look at the code first.