Configuring Logging for EOSCore
This guide explains how to configure logging settings in your Unreal Engine project using the EOSCore plugin to generate detailed logs for debugging. By enabling verbose logging, you can capture valuable information about Epic Online Services (EOS) operations, such as authentication, sessions, and online subsystem activities.
Prerequisites
- EOSCore Lite plugin installed and enabled in your Unreal Engine project.
- Unreal Engine 5.6 (additional versions may be supported as the plugin develops).
- A configured
DefaultEngine.inifile with EOS settings (refer to EOSCore Setup Documentation).
Configuring Logging Settings
To enable detailed logging for EOSCore, add specific logging categories to your DefaultEngine.ini file. These settings increase the verbosity of logs, which is particularly useful for debugging issues related to authentication, sessions, and the online subsystem.
Steps
-
Open DefaultEngine.ini:
- Locate your project’s
DefaultEngine.inifile in theConfigdirectory (e.g.,YourProject/Config/DefaultEngine.ini).
- Locate your project’s
-
Add Logging Settings:
- Add the following lines under the
[Core.Log]section to enable verbose logging for EOSCore and related systems:
[Core.Log]
LogEOSCore=Verbose
LogOnline=Verbose
LogSession=Verbose
LogOnlineSession=Verbose - Add the following lines under the
-
Save the File:
- Save the
DefaultEngine.inifile and restart the Unreal Editor or rebuild your project to apply the changes.
- Save the
Accessing Logs
Logs are generated in your project’s Saved directory, specifically in the Logs folder. The primary log file is named after your project.
Log File Location
- Path:
YourProject/Saved/Logs/MyProject.log - Example: If your project is named
MyGame, the log file will be located atMyGame/Saved/Logs/MyGame.log.
Viewing Logs
- Open the log file with a text editor (e.g., Notepad++ or Visual Studio Code) to review detailed output.
- Search for entries prefixed with
LogEOSCore,LogOnline,LogSession, orLogOnlineSessionto find relevant debugging information.
Notes
- Build Types:
- Logs are generated only in the Unreal Editor and Development Builds.
- Shipping Builds do not generate logs by default to optimize performance. To enable logging in Shipping Builds, you must explicitly configure the build settings (consult Unreal Engine documentation for details).
- Debugging:
- Use verbose logs to troubleshoot issues such as authentication failures, session creation errors, or network connectivity problems.
- Filter logs by category (e.g.,
LogEOSCore) to focus on specific areas of interest.
- Performance:
- Verbose logging can generate large log files, which may impact performance during extended debugging sessions. Disable or reduce verbosity (e.g., to
LogorWarning) in production environments.
- Verbose logging can generate large log files, which may impact performance during extended debugging sessions. Disable or reduce verbosity (e.g., to
- Best Practices:
- Regularly check logs during development to catch issues early.
- Archive or clear old log files to manage disk space in the
Saved/Logsdirectory.