# \#logging

**URL:** https://forums.unrealengine.com/tag/logging/3689.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

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## [\[Fab Release\]Keeping full logs in shipped games — BqLog for Unreal Engine ](https://forums.unrealengine.com/t/fab-release-keeping-full-logs-in-shipped-games-bqlog-for-unreal-engine/2834281)

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**Author:** [@03b2e3e1569d40378f57d677f00415a5](https://forums.unrealengine.com/u/03b2e3e1569d40378f57d677f00415a5)\
**Replies:** 0\
**Last updated:** [September 25, 2026, 6:04pm UTC](https://forums.unrealengine.com/t/fab-release-keeping-full-logs-in-shipped-games-bqlog-for-unreal-engine/2834281 "2026-09-25T18:04:43Z")

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The logs you need most are often the ones you turned off before shipping. A player reports a problem you cannot reproduce. You know something went wrong, but by the time the report reaches you, there is very little left…

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## [UE5.6：日志打印嵌套 TMap / TSet 时不用再套 JoinBy](https://forums.unrealengine.com/t/ue5-6-tmap-tset-joinby/2833268)

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**Author:** [@Woo\_z1](https://forums.unrealengine.com/u/Woo_z1)\
**Replies:** 0\
**Last updated:** [September 22, 2026, 7:46am UTC](https://forums.unrealengine.com/t/ue5-6-tmap-tset-joinby/2833268 "2026-09-22T07:46:55Z")

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要打 TMap\<uint64, TSet\> 的日志，以前要套两层 FString::JoinBy： UE\_LOG(LogTemp, Display, TEXT("IdToValues: %s"), \*FString::JoinBy(IdToValues, TEXT(","), \[\](const TPair\<uint64, TSet\<int32\>\>& Pair) { return FString::Printf(TEXT("…

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## [Logging nested TMap / TSet in UE C++ without nested JoinBy ](https://forums.unrealengine.com/t/logging-nested-tmap-tset-in-ue-c-without-nested-joinby/2833013)

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**Author:** [@Woo\_z1](https://forums.unrealengine.com/u/Woo_z1)\
**Replies:** 0\
**Last updated:** [September 21, 2026, 3:15pm UTC](https://forums.unrealengine.com/t/logging-nested-tmap-tset-in-ue-c-without-nested-joinby/2833013 "2026-09-21T15:15:00Z")

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Problem: logging TMap\<uint64, TSet\> is still nested FString::JoinBy. If the value type later changes from TArray to TSet, every lambda signature has to change with it. UE\_LOG(LogTemp, Display, TEXT("IdToValues: %s"), …

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## [Advanced Logging System - Plugin](https://forums.unrealengine.com/t/advanced-logging-system-plugin/2513455)

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**Author:** [@RTerofer](https://forums.unrealengine.com/u/RTerofer)\
**Replies:** 5\
**Last updated:** [August 13, 2026, 5:14pm UTC](https://forums.unrealengine.com/t/advanced-logging-system-plugin/2513455 "2026-08-13T17:14:37Z")

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Advanced Logging System Hello Unreal Engine Community. I am excited to finally launch this plugin. If you have any queries related to this plugin, please ask them here. The Advanced Logging System is a complete debuggin…

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## [How to configure logging in packaged build?](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009)

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**Author:** [@anonymous\_user\_0b19da5d](https://forums.unrealengine.com/u/anonymous_user_0b19da5d)\
**Replies:** 15\
**Last updated:** [May 6, 2026, 7:53pm UTC](https://forums.unrealengine.com/t/how-to-configure-logging-in-packaged-build/338009 "2026-05-06T19:53:58Z")

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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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## [UE\_LOG only once?](https://forums.unrealengine.com/t/ue-log-only-once/873701)

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**Author:** [@Lucas\_Stern](https://forums.unrealengine.com/u/Lucas_Stern)\
**Replies:** 3\
**Last updated:** [April 14, 2026, 5:20pm UTC](https://forums.unrealengine.com/t/ue-log-only-once/873701 "2026-04-14T17:20:10Z")

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When using UE\_LOG to log an information on output log, there is a way to write the log only once, even if the UE\_LOG is inside a TICK() function, without having do any kind of execution flow control with a if statement?

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## [Advanced Game Logging UE5 plugin — Solution for Real-Time Logs in Editor or Shipping Builds](https://forums.unrealengine.com/t/advanced-game-logging-ue5-plugin-solution-for-real-time-logs-in-editor-or-shipping-builds/2084636)

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**Author:** [@FergiusTerro](https://forums.unrealengine.com/u/FergiusTerro)\
**Replies:** 47\
**Last updated:** [January 14, 2026, 12:35am UTC](https://forums.unrealengine.com/t/advanced-game-logging-ue5-plugin-solution-for-real-time-logs-in-editor-or-shipping-builds/2084636 "2026-01-14T00:35:54Z")

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Hello, Unreal Engine community! We are thrilled to introduce our plugin, Advanced Game Logging (GLS), designed to revolutionize how you handle logs during development and in shipping builds. Whether you’re an indie deve…

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## [Visual Logger Code is Wrong at all stage ](https://forums.unrealengine.com/t/visual-logger-code-is-wrong-at-all-stage/2669324)

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**Author:** [@BConstantin](https://forums.unrealengine.com/u/BConstantin)\
**Replies:** 0\
**Last updated:** [October 28, 2025, 2:56pm UTC](https://forums.unrealengine.com/t/visual-logger-code-is-wrong-at-all-stage/2669324 "2025-10-28T14:56:00Z")

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Epic Games We have to talk seriously. You promote this in Epic Unreal engine : Visual Logger in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community Did you really read the code behind it ? \* It’…

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## [Opening Output Logg Ram Crashes my PC ](https://forums.unrealengine.com/t/opening-output-logg-ram-crashes-my-pc/2667329)

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**Author:** [@lennygordonedge](https://forums.unrealengine.com/u/lennygordonedge)\
**Replies:** 0\
**Last updated:** [October 21, 2025, 6:20pm UTC](https://forums.unrealengine.com/t/opening-output-logg-ram-crashes-my-pc/2667329 "2025-10-21T18:20:06Z")

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In Unreal Engine 5.6.1 Editor When I open my OutputLogg my pc unreal sucks up 50GB of ram then RAM Lock crashes my PC. This did not used to happen. I kind of need access to the output logg. Does anyone know a solution …

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## [How can I make AI have less impact on performance?](https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905)

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**Author:** [@GamesByHyper\_Eric](https://forums.unrealengine.com/u/GamesByHyper_Eric)\
**Replies:** 23\
**Last updated:** [October 8, 2025, 2:31pm UTC](https://forums.unrealengine.com/t/how-can-i-make-ai-have-less-impact-on-performance/318905 "2025-10-08T14:31:17Z")

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What does your behavior tree look like or is it the one in the tutorial?

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## [JelliNet – Open-Source Multiplayer Logging & Analysis for Unreal Engine](https://forums.unrealengine.com/t/jellinet-open-source-multiplayer-logging-analysis-for-unreal-engine/2649001)

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**Author:** [@mortemeyn](https://forums.unrealengine.com/u/mortemeyn)\
**Replies:** 0\
**Last updated:** [August 21, 2025, 9:48am UTC](https://forums.unrealengine.com/t/jellinet-open-source-multiplayer-logging-analysis-for-unreal-engine/2649001 "2025-08-21T09:48:33Z")

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Hi everyone, I’ve just released JelliNet, an open-source tool I developed for Unreal Engine multiplayer projects. It consists of two connected applications: :bar\_chart: JelliNet Insight (App): Analyze logs generated b…

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## [Game Logs System (GLS) — Efficient Log Management in Real Time](https://forums.unrealengine.com/t/game-logs-system-gls-efficient-log-management-in-real-time/2083983)

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**Author:** [@FergiusTerro](https://forums.unrealengine.com/u/FergiusTerro)\
**Replies:** 0\
**Last updated:** [October 24, 2024, 1:08am UTC](https://forums.unrealengine.com/t/game-logs-system-gls-efficient-log-management-in-real-time/2083983 "2024-10-24T01:08:49Z")

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Hey everyone! I’m excited to introduce our new plugin for Unreal Engine 5 — Game Log System (GLS). Why do you need GLS? If you’ve ever struggled with managing logs during development, especially in shipping builds, GL…

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## [Game Logs System (GLS): View and Filter Logs in Shipping Builds](https://forums.unrealengine.com/t/game-logs-system-gls-view-and-filter-logs-in-shipping-builds/2304118)

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**Author:** [@FergiusTerro](https://forums.unrealengine.com/u/FergiusTerro)\
**Replies:** 0\
**Last updated:** [January 26, 2025, 1:58pm UTC](https://forums.unrealengine.com/t/game-logs-system-gls-view-and-filter-logs-in-shipping-builds/2304118 "2025-01-26T13:58:24Z")

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Discover how the Game Logs System (GLS) plugin makes runtime log viewing possible in shipping builds. Features include advanced log filtering by classes and objects, a customizable game overlay, and seamless integration …

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## [Searching for text in the output log.](https://forums.unrealengine.com/t/searching-for-text-in-the-output-log/1676445)

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**Author:** [@tobiasthorsen](https://forums.unrealengine.com/u/tobiasthorsen)\
**Replies:** 1\
**Last updated:** [November 26, 2024, 2:27am UTC](https://forums.unrealengine.com/t/searching-for-text-in-the-output-log/1676445 "2024-11-26T02:27:09Z")

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I use the log output extensively from c++. Does anyone have a hint to how to search in the log without filtering? When i want to see the order of something going on, I search for the log i output, and it filters averyth…

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## [How to declare Log category that can be accessed by all classes (like LogTemp)?](https://forums.unrealengine.com/t/how-to-declare-log-category-that-can-be-accessed-by-all-classes-like-logtemp/482317)

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**Author:** [@k\_a\_s\_s\_k\_a\_s\_s](https://forums.unrealengine.com/u/k_a_s_s_k_a_s_s)\
**Replies:** 3\
**Last updated:** [October 29, 2024, 8:56am UTC](https://forums.unrealengine.com/t/how-to-declare-log-category-that-can-be-accessed-by-all-classes-like-logtemp/482317 "2024-10-29T08:56:54Z")

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What is the process of declaring a log category that can be accessed with the UE\_LOG macro, without having to manually include some file in any class that needs to use this log category? I have tried including it in the…

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## [How could I see Output Log on my mobile device?](https://forums.unrealengine.com/t/how-could-i-see-output-log-on-my-mobile-device/407384)

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**Author:** [@anonymous\_user\_29e89d321](https://forums.unrealengine.com/u/anonymous_user_29e89d321)\
**Replies:** 3\
**Last updated:** [October 26, 2024, 3:10pm UTC](https://forums.unrealengine.com/t/how-could-i-see-output-log-on-my-mobile-device/407384 "2024-10-26T15:10:31Z")

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Is there any method or tool enabling me to see the Output Log in mobile device(Android & iOS)? Just like when I am in editor, I can use UE\_LOG to log out what I want, then I can see the log in Output Log at runtime. Whe…

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## [\[RELEASE\] Game Logs System (GLS) — Your Ultimate Tool for Real-Time Log Management](https://forums.unrealengine.com/t/release-game-logs-system-gls-your-ultimate-tool-for-real-time-log-management/2087405)

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**Author:** [@FergiusTerro](https://forums.unrealengine.com/u/FergiusTerro)\
**Replies:** 0\
**Last updated:** [October 25, 2024, 12:10pm UTC](https://forums.unrealengine.com/t/release-game-logs-system-gls-your-ultimate-tool-for-real-time-log-management/2087405 "2024-10-25T12:10:10Z")

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Hello, Unreal Engine community! We are thrilled to introduce our plugin, Game Log System (GLS), designed to revolutionize how you handle logs during development and in shipping builds. Whether you’re an indie developer …

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## [How do I view logs in standalone mode?](https://forums.unrealengine.com/t/how-do-i-view-logs-in-standalone-mode/461715)

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**Author:** [@awugucn](https://forums.unrealengine.com/u/awugucn)\
**Replies:** 3\
**Last updated:** [October 4, 2024, 10:55pm UTC](https://forums.unrealengine.com/t/how-do-i-view-logs-in-standalone-mode/461715 "2024-10-04T22:55:54Z")

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How do I view logs in standalone mode? the log window can not see the game log

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## [Python logging calls result in Error in LogPython](https://forums.unrealengine.com/t/python-logging-calls-result-in-error-in-logpython/446430)

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**Author:** [@kakyoism](https://forums.unrealengine.com/u/kakyoism)\
**Replies:** 4\
**Last updated:** [September 24, 2024, 1:47pm UTC](https://forums.unrealengine.com/t/python-logging-calls-result-in-error-in-logpython/446430 "2024-09-24T13:47:18Z")

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My python script looks like this: import logging import unreal as ue logging.basicConfig(level=logging.DEBUG) # Print some project info projSettings = ue.GeneralProjectSettings() logging.info(projSettings.get\_editor\_p…

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## [Runtime Output Log](https://forums.unrealengine.com/t/runtime-output-log/1670011)

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**Author:** [@F1nik](https://forums.unrealengine.com/u/F1nik)\
**Replies:** 0\
**Last updated:** [February 6, 2024, 2:04pm UTC](https://forums.unrealengine.com/t/runtime-output-log/1670011 "2024-02-06T14:04:28Z")

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Hi there! I want to introduce you the Runtime Output Log - Marketplace Link Runtime Output Log is a powerful debugging tool designed for Unreal Engine. This plugin supports iOS, Android, and various devices. With R…

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## [Android JNI Log Cannot Find Symbol](https://forums.unrealengine.com/t/android-jni-log-cannot-find-symbol/472508)

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**Author:** [@Spidermined](https://forums.unrealengine.com/u/Spidermined)\
**Replies:** 2\
**Last updated:** [June 2, 2024, 3:06am UTC](https://forums.unrealengine.com/t/android-jni-log-cannot-find-symbol/472508 "2024-06-02T03:06:02Z")

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I am creating and Android plugin and I’m trying to use the Log method instead of the log xml element in an \_APL.xml or \_UPL.xml file, but I get an error that it cannot find the symbol. UATHelper: Packaging (Android (AST…

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## [How do I show log entries with Log verbosity?](https://forums.unrealengine.com/t/how-do-i-show-log-entries-with-log-verbosity/284695)

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**Author:** [@MulleDK19](https://forums.unrealengine.com/u/MulleDK19)\
**Replies:** 6\
**Last updated:** [May 24, 2024, 11:41am UTC](https://forums.unrealengine.com/t/how-do-i-show-log-entries-with-log-verbosity/284695 "2024-05-24T11:41:43Z")

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When I want to log stuff with UE\_LOG I use the category LogActor and verbosity Warning. If I use verbosity Log, nothing shows up. How do I show log entries with Log verbosity?

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## [Enable logging in shipping build using Installed Builds?](https://forums.unrealengine.com/t/enable-logging-in-shipping-build-using-installed-builds/1805603)

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**Author:** [@frisbone](https://forums.unrealengine.com/u/frisbone)\
**Replies:** 4\
**Last updated:** [April 30, 2024, 8:09am UTC](https://forums.unrealengine.com/t/enable-logging-in-shipping-build-using-installed-builds/1805603 "2024-04-30T08:09:11Z")

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Logging is enabled only in Debug and Development builds. To enable logging in Test and Shipping builds set “bUseLoggingInShipping=true” in your \*.Target.cs file. This is from Advanced Debugging in Unreal Engine | Tuto…

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## [Easy Logger Plugin](https://forums.unrealengine.com/t/easy-logger-plugin/1815697)

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**Author:** [@Ebrahim.MR](https://forums.unrealengine.com/u/Ebrahim.MR)\
**Replies:** 1\
**Last updated:** [April 22, 2024, 3:10pm UTC](https://forums.unrealengine.com/t/easy-logger-plugin/1815697 "2024-04-22T15:10:20Z")

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A plugin to make the development process easier. Specifications: Efficient Debugging: With different verbosity levels (Error, Warning, Display), you can tailor the logging to suit your debugging needs. This means you’…

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## [LogUObjectBase: Warning: NULL object](https://forums.unrealengine.com/t/loguobjectbase-warning-null-object/452651)

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**Author:** [@anonymous\_user\_c8722727](https://forums.unrealengine.com/u/anonymous_user_c8722727)\
**Replies:** 3\
**Last updated:** [April 17, 2024, 2:15pm UTC](https://forums.unrealengine.com/t/loguobjectbase-warning-null-object/452651 "2024-04-17T14:15:44Z")

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Hi All, Does anyone know where this log originates from or how to track it down? Its absolutely spamming my logs, looks as if it is being triggered on tick somewhere within my character but I cant find how to stop it! I…

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## [Attaching log files](https://forums.unrealengine.com/t/attaching-log-files/1683922)

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**Author:** [@vrbszk](https://forums.unrealengine.com/u/vrbszk)\
**Replies:** 1\
**Last updated:** [February 15, 2024, 3:58pm UTC](https://forums.unrealengine.com/t/attaching-log-files/1683922 "2024-02-15T15:58:44Z")

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Hello everyone I am currently researching capabilities of UE4/UE5 crash reporting AFAIK UE4 does not support UELogs in shipping and thus they cannot be sent with crash data Is there any way to attach files to crash re…

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## [Print in UE\_LOG variable name with value](https://forums.unrealengine.com/t/print-in-ue-log-variable-name-with-value/1637052)

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**Author:** [@Ppasterz](https://forums.unrealengine.com/u/Ppasterz)\
**Replies:** 0\
**Last updated:** [January 23, 2024, 5:08pm UTC](https://forums.unrealengine.com/t/print-in-ue-log-variable-name-with-value/1637052 "2024-01-23T17:08:34Z")

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Hi, I write a class to do the thing I write in the tittle of this topic. If someone have some questions or think that something should be corrected please write it. namespace MyLogger{ #define DEBVAR(Value) \*FString::P…

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## [Declaration is incompatible](https://forums.unrealengine.com/t/declaration-is-incompatible/426635)

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**Author:** [@dazzlesoftware](https://forums.unrealengine.com/u/dazzlesoftware)\
**Replies:** 4\
**Last updated:** [November 4, 2023, 7:19pm UTC](https://forums.unrealengine.com/t/declaration-is-incompatible/426635 "2023-11-04T19:19:41Z")

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Hello I having error with header file that seems to be showing error in visual studio. The project does compile but the header itself is showing errors that is part of my logger header Visual Studio is showing the foll…

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## [Linux dedicated server doesn't show log information](https://forums.unrealengine.com/t/linux-dedicated-server-doesnt-show-log-information/421132)

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**Author:** [@anonymous\_user\_8a143666](https://forums.unrealengine.com/u/anonymous_user_8a143666)\
**Replies:** 6\
**Last updated:** [October 12, 2023, 4:47pm UTC](https://forums.unrealengine.com/t/linux-dedicated-server-doesnt-show-log-information/421132 "2023-10-12T16:47:44Z")

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I’m currently trying to find out how build dedicated servers for Linux and using the ShooterGame provided by Epic as an example. I have been following this wiki (A new, community-hosted Unreal Engine Wiki - Announcements…

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## [Default verbocity parameter](https://forums.unrealengine.com/t/default-verbocity-parameter/1288207)

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**Author:** [@Filyural](https://forums.unrealengine.com/u/Filyural)\
**Replies:** 2\
**Last updated:** [September 8, 2023, 7:42pm UTC](https://forums.unrealengine.com/t/default-verbocity-parameter/1288207 "2023-09-08T19:42:47Z")

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DEFINE\_LOG\_CATEGORY\_STATIC macro I don’t understand why the DefaultVerbosity parameter is needed, if the UE\_LOG macro does not have the option of not specifying verbosity and always need 2nd patameter - verbocity level,…

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