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Unreal Engine C++ API Reference > Plugins > NetcodeUnitTest
Inheritance Hierarchy
- FScopedLog
- FScopedLogNet
- FScopedLogSuppress
References
Module | NetcodeUnitTest |
Header | /Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Public/NUTUtilDebug.h |
Include | #include "NUTUtilDebug.h" |
Syntax
class FScopedLog
Remarks
A class for enabling verbose log message categories, within a particular code scope (disabled when going out of scope). NOTE: If you are logging any kind of net-related log messages, specify a unit test (even if you aren't doing remote logging)
Also supports remote (server) logging, for net functions executed within the current code scope (causes net packets to be flushed both upon entering the current scope, and when exiting it - required for correct log timing).
NOTE: If you are trying to catch remote log messages deep within the internal game netcode, then this class may not be appropriate, as remote logging passes through the netcode (YMMV)
Variables
Type | Name | Description | |
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bool | bRemoteLogging | Whether or not this is also controlling remote logging as well |
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bool | bSuppressLogging | Whether or not to suppress instead of enable logging |
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TArray< FString > | LogCategories | The list of unsuppressed log messages |
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UClientUnitTest * | UnitTest | Stores a reference to the unit test doing the logging, if specified |
Constructors
Type | Name | Description | |
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FScopedLog () |
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FScopedLog
(
const TArray< FString >& InLogCategories, |
Constructor used for setting up the type of logging that is done. | |
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FScopedLog
(
const FString InLogCategory, |
As above, but for a single log category. |
Destructors
Type | Name | Description | |
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~FScopedLog () |
Functions
Type | Name | Description | |
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void | InternalConstruct
(
const TArray< FString >& InLogCategories, |
FScopedLog |