# How to configure logging in packaged build?

**URL:** <https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009>\
**Category:** Platform & Builds\
**Tags:** package, logging, unreal-engine, config, question\
**Created:** [November 10, 2015, 9:36am UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009 "2015-11-10T09:36:59Z")\
**Posts on this page:** 16\
**Page:** 1

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**Author:** ![anonymous\_user\_0b19da5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Post date:** [November 10, 2015, 9:36am UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/1 "2015-11-10T09:36:59Z")

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To configure logging in ordinal cooked build you specify required log level in `[ProjectName]/Config/DefaultEngine.ini`, `[Core.Log]` section.

There’s no such file in packaged build.

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**Author:** ![ilookha](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ilookha](https://forums.unrealengine.com/u/ilookha)\
**Post date:** [November 10, 2015, 8:16pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/2 "2015-11-10T20:16:55Z")

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If the file doesn’t exist yet, you can create it:  
[ProjectName]/Saved/Config/[ConfigurationName]/Engine.ini

Where [ConfigurationName] is WindowsNoEditor, for example.

You can add a [Core.Log] section then.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_a08c0bf2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a08c0bf2](https://forums.unrealengine.com/u/anonymous_user_a08c0bf2)\
**Post date:** [November 10, 2015, 8:51pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/3 "2015-11-10T20:51:28Z")

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After you run the game the first time the file shows up as well.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0b19da5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Post date:** [November 13, 2015, 2:29pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/4 "2015-11-13T14:29:52Z")

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Unfortunately, this doesn’t work. There was file [ProjectName]/Saved/Config/WindowsNoEditor/Engine.ini and I added [Core.Log] section into it (there already were another sections like [WindowsApplication.Accessibility]), but it makes no differences.

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**Author:** ![anonymous\_user\_a08c0bf2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a08c0bf2](https://forums.unrealengine.com/u/anonymous_user_a08c0bf2)\
**Post date:** [November 13, 2015, 6:21pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/5 "2015-11-13T18:21:51Z")

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Have you tried this? You can find additional information on this [documentation page][1].

```
[Core.Log]
global=[default verbosity for things not listed later]
[cat]=[level]
foo=verbose break

```

[A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/,_Printing_Messages_To_Yourself_During_Runtime)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0b19da5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Post date:** [November 17, 2015, 10:52am UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/6 "2015-11-17T10:52:42Z")

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Yes I did, I added

```
[Core.Log]
[MyCategory]=Error

```

to suppress log spam but it didn’t help. I tried adding this to Engine.init and DefaultEngine.ini in all places I could imagine (creating these files if they didn’t exist). As I said it works fine in the project folder with cooked content. It doesn’t in packaged build.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_a08c0bf2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a08c0bf2](https://forums.unrealengine.com/u/anonymous_user_a08c0bf2)\
**Post date:** [November 20, 2015, 9:25pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/7 "2015-11-20T21:25:01Z")

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Thank you for providing me with this information. I am still looking into this and you’ll be contacted once we have additional information. I wanted to give you a status update so you knew I hadn’t forgotten about you. 🙂

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<div class="post-metadata">

**Author:** ![anonymous\_user\_85a3cb5a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_85a3cb5a](https://forums.unrealengine.com/u/anonymous_user_85a3cb5a)\
**Post date:** [November 23, 2015, 8:22am UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/8 "2015-11-23T08:22:02Z")

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Hey Andy\_T,

That is the correct section, let me walk you through what I would do if I wanted to add verbose logging for online testing with IOS.

1. Open Game/Config/DefaultEngine.ini or Game/Config/IOS/IOSEngine.ini
2. Find or Add the [Core.Log] Section
3. Add LogOnline=Verbose

Both of these files are used when packaging, for IOS. Please do not use the Saved/\*.ini file that is mentioned above. This isnt the right place and has no effect in a packaged build.

If it isnt working, there are a couple of things I would check. The log string identifier is correct and full. I.e. LogOnline.  
I would also check that the log you are expecting to see has less of a priority than the verbosity you are displaying.

/

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0b19da5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Post date:** [November 24, 2015, 2:11pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/9 "2015-11-24T14:11:12Z")

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I put DefaultEngine.ini in both Game/Config/ and Game/Config/WindowsNoEditor folders. This didn’t work. Did you try this yourself?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_85a3cb5a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_85a3cb5a](https://forums.unrealengine.com/u/anonymous_user_85a3cb5a)\
**Post date:** [November 24, 2015, 2:35pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/10 "2015-11-24T14:35:55Z")

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Hi Andy\_T,

Yes, we use this ini option to help us debug. Are you saying that you didnt have a DefaultEngine.ini file inside your Game/Config folder originally. The defaultengine.ini file is usually a dependency and should create an error when that file does not exist.

Also, for windows no editor specific options, you want to add a Game/Config/Windows/WindowsEngine.ini file. Note that it is in a “Windows folder” and it’s named WindowsEngine.ini, not DefaultEngine.ini.

You can also have a look inside Game\Intermediate\Config\CoalescedSourceConfigs\Engine.ini and see what is listed under Core.Log. This should allow you to see what the Windows Editor has for it’s values, which is usually what the Windows No Editor Game will also use.

/

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0b19da5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Post date:** [November 24, 2015, 2:45pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/11 "2015-11-24T14:45:52Z")

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Package/[Game]/Config originally (after packaging) contained only our custom ini-files, nothing like DefaultEngine.ini.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0b19da5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Post date:** [November 24, 2015, 2:47pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/12 "2015-11-24T14:47:26Z")

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Package/[Game]/Saved/Config/WindowsNoEditor contains

Compat.ini  
DeviceProfiles.ini  
EditorPerProjectUserSettings.ini  
Engine.ini  
Game.ini  
GameUserSettings.ini  
Input.ini  
Lightmass.ini  
Scalability.ini

but modifying Engine.ini has no effect. So why it’s there?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_85a3cb5a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_85a3cb5a](https://forums.unrealengine.com/u/anonymous_user_85a3cb5a)\
**Post date:** [November 24, 2015, 2:59pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/13 "2015-11-24T14:59:14Z")

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Saved/…/Engine.ini files contain only deltas and runtime settings made by a or code

Are you trying to make these changes in your Packaged game? Cos they need to be made in your actual games folder, then repackaged.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0b19da5d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Post date:** [November 24, 2015, 4:50pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/14 "2015-11-24T16:50:49Z")

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yes, I do this in my packaged build. Repackaging takes ages. So each time I want to change log level or another config option I need to repackage and redeploy 6GB? Why the engine doesn’t simply read a config file from package? It does read it from pak file but since it’s not possible to change why not to read it from an ordinal DefaultEngine.ini file?

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**Author:** ![anonymous\_user\_a08c0bf2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_a08c0bf2](https://forums.unrealengine.com/u/anonymous_user_a08c0bf2)\
**Post date:** [December 1, 2015, 8:33pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/15 "2015-12-01T20:33:37Z")

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In order to make changes, you’d need to edit the log information in your actual game folder and then repackage the game.

Thanks.

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<div class="post-metadata">

**Author:** ![nande](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nande/32/1057698_2.png) [@nande](https://forums.unrealengine.com/u/nande)\
**Post date:** [May 6, 2026, 7:53pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009/16 "2026-05-06T19:53:58Z")

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jic the page on the new wiki [Logging | Unreal Engine Community Wiki](https://unrealcommunity.wiki/logging-lgpidy6i)  
the official docs [Logging in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community](https://dev.epicgames.com/documentation/unreal-engine/logging-in-unreal-engine?lang=en-US)

also i’ve checked the code [Code search results · GitHub](https://github.com/search?q=repo%3AEpicGames%2FUnrealEngine%20%5BCore.Log%5D&type=code)  
and after some tests you have to put the [core.log] section in DefaultEngine.ini  
not in the other places.  
DefaultEditor did not work for me.  
And i mean the DefaultEngine file in your project, no need to modify the engine files.
