Visual Studio Ouput Log Spam

Hey guys,

This is an issue I’ve been putting up with for a long time, it has persisted between engine updates and across projects, so I assume it has nothing to do with an unreal setting, and more something in visual studio, but I have no idea where to look. Whilst I have an unreal project running in debug, my output log is constantly spammed with this repeating section of text:

279344-outputspam.jpg

Does anyone have any ideas what I could do to stop this? It makes it impossible to debug anything at runtime through the output log. I thought it might be related to enabled VR plugins, but this doesn’t seem to be the case.

also having trouble

Wed Dec 11 2019 16:37:34.033 - /filters/click_button_actions_legacy_12_user_hand_right_input_trigger/result -- Action /actions/legacy/in/right_axis1_press reading FALSE time 5001250193408
Wed Dec 11 2019 16:37:34.033 - /filters/touch_trigger_actions_legacy_10_user_hand_right_input_trigger/result -- Action /actions/legacy/in/right_axis1_touch reading FALSE time 5001250189112
Wed Dec 11 2019 16:37:34.364 - /user/hand/left/input/trigger/value -- ReadScalarValue returned 0, time=5001791412090, origin=/user/hand/left/input/trigger/value
Wed Dec 11 2019 16:37:34.364 - /user/hand/right/input/trigger/value -- ReadScalarValue returned 0, time=5001791332280, origin=/user/hand/right/input/trigger/value
...

is getting spammed over and over again into the output log if VisualStudio. Not appearing in Unreal Editor OutputLog.

This is related to a feature in the Win10 debugging tools (windbg) called Loader Snaps.
From Show loader snaps - Windows drivers | Microsoft Docs

“The Show loader snaps flag captures detailed information about the loading and unloading of executable images and their supporting library modules and displays the data in the kernel debugger console.”

To disable loader snaps, try the following in a command prompt:

gflags /r -sls

The /r puts the disable show loader snaps (-sls) into the registry, so you will need to restart your machine for this to take effect.

Detailed usage of gflags here:

And an article explaining how to enable them here in case you’re interested:

Thanks,

Dave