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Unreal Engine C++ API Reference > Runtime > Core > Misc
Inheritance Hierarchy
- FOutputDevice
- FOutputDeviceRedirector
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Misc/OutputDeviceRedirector.h |
Include | #include "Misc/OutputDeviceRedirector.h" |
Syntax
class FOutputDeviceRedirector : public FOutputDevice
Remarks
Class used for output redirection to allow logs to show in multiple output devices.
Constructors
Type | Name | Description | |
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Initialization constructor. |
Functions
Type | Name | Description | |
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void | AddOutputDevice
(
FOutputDevice* OutputDevice |
Adds an output device to the chain of redirections. |
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void | EnableBacklog
(
bool bEnable |
Enables or disables the backlog. |
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void | FlushThreadedLogs
(
EOutputDeviceRedirectorFlushOptions Options |
Flushes lines buffered by secondary threads. |
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FOutputDeviceRedirector * | Get () |
Get the GLog singleton. |
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bool | Determine if the backlog is enabled. | |
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bool | IsRedirectingTo
(
FOutputDevice* OutputDevice |
Returns whether an output device is in the list of redirections. |
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void | Panic () |
Attempts to set the calling thread as the panic thread and enable panic mode. |
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void | RedirectLog
(
const FLazyName& Category, |
Same as Serialize(). |
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void | RedirectLog
(
const FName& Category, |
Same as Serialize(). |
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void | RemoveOutputDevice
(
FOutputDevice* OutputDevice |
Removes an output device from the chain of redirections. |
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void | SerializeBacklog
(
FOutputDevice* OutputDevice |
Serializes the current backlog to the specified output device. |
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void | Sets the current thread to be the thread that redirects logs to buffered output devices. | |
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bool | Starts a dedicated primary thread that redirects logs to buffered output devices. |
Overridden from FOutputDevice
Type | Name | Description | |
---|---|---|---|
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void | Flush () |
Passes on the flush request to all current output devices. |
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void | Serialize
(
const TCHAR* Data, |
Serializes the passed in data via all current output devices. |
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void | Serialize
(
const TCHAR* Data, |
Serializes the passed in data via all current output devices. |
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void | SerializeRecord
(
const UE::FLogRecord& Record |
Serializes the log record via all current output devices. |
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void | TearDown () |
Closes output device and cleans up. |