How to (in correct way) “hook” into UE4 logging system, to redirect log messages output to somewhere else? E.g. I have a custom module, which by I would to capture every UE_LOG call message, for further purpose.
Which part of engine (source code) will be good place to change for such log message capture? What is the proper way (stable and side-effect resistant) to do this?
I was looking for the same thing: FOutputDeviceRedirector::Get()->AddOutputDevice(…); should do the trick. You would need to implement your own OutputDevice
I’m having trouble with this. I can’t seem to get it to redirect anywhere. Not to a different file or an FString. Any suggestions on how to make the FOutputDevice?
Can someone explain the full solution? I pretty much did what you posted here but it seems like my call to GLog->AddOutputDevice(this); is not working. I made a post about it here