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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)
| Name | FScopedLog |
| Type | class |
| Header File | /Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Public/NUTUtilDebug.h |
| Include Path | #include "NUTUtilDebug.h" |
Syntax
class FScopedLog
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScopedLog () |
NUTUtilDebug.h | ||
FScopedLog
(
const TArray< FString >& InLogCategories, |
Constructor used for setting up the type of logging that is done. | NUTUtilDebug.h | |
FScopedLog
(
const FString InLogCategory, |
As above, but for a single log category. | NUTUtilDebug.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FScopedLog() |
NUTUtilDebug.h |
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InternalConstruct
(
const TArray< FString >& InLogCategories, |
FScopedLog | NUTUtilDebug.h |