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Unreal Engine C++ API Reference > Runtime > Core > Misc
Inheritance Hierarchy
- FOutputDevice
- FOutputDeviceFile
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Misc/OutputDeviceFile.h |
Include | #include "Misc/OutputDeviceFile.h" |
Syntax
class FOutputDeviceFile : public FOutputDevice
Remarks
File output device (Note: Only works if ALLOW_LOG_FILE && !NO_LOGGING is true, otherwise Serialize does nothing).
Constructors
Type | Name | Description | |
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FOutputDeviceFile
(
const TCHAR* InFilename, |
Constructor, initializing member variables.Constructor, initializing member variables. |
Destructors
Type | Name | Description | |
---|---|---|---|
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Destructor to perform teardown |
Functions
Type | Name | Description | |
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void | CreateBackupCopy
(
const TCHAR* Filename |
Creates a backup copy of a log file if it already exists |
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const TCHAR * | GetFilename () |
Returns the filename associated with this output device |
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void |
IncludeCategory
(
const FName& InCategoryName |
Add a category name to our inclusion filter. |
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bool | IsBackupCopy
(
const TCHAR* Filename |
Checks if the filename represents a backup copy of a log file |
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bool | IsOpened () |
|
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void | Serialize
(
const TCHAR* Data, |
|
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void | Serialize
(
const TCHAR* Data, |
Serializes the passed in data unless the current event is suppressed. |
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void | SetFilename
(
const TCHAR* InFilename |
Sets the filename that the output device writes to. |
Overridden from FOutputDevice
Type | Name | Description | |
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bool | ||
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bool | The return value is cached by AddOutputDevice because calling this during a panic may fail. | |
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void | Flush () |
Flush the write cache so the file isn't truncated in case we crash right after calling this function. |
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void | TearDown () |
Closes output device and cleans up. |
Classes
Type | Name | Description | |
---|---|---|---|
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FCategoryInclusionInternal |