Why Is This A Warning? UE_LOG(LogTemp, Warning, TEXT("Resources Directory Is: %s"), *ResourcesPath);
Warning: Understanding the UE_LOG Macro in Unreal Engine
Introduction
In Unreal Engine, the UE_LOG
macro is a powerful tool for logging messages to the console. However, when used with the Warning
category, it can sometimes be misleading. In this article, we'll explore why the UE_LOG
macro with the Warning
category can be considered a warning, and how to adjust the log category to Display
or Log
to avoid polluting the build environment.
What is UE_LOG?
The UE_LOG
macro is a logging function provided by Unreal Engine that allows developers to print messages to the console. It's a versatile tool that can be used for various purposes, such as debugging, testing, and logging game events. The macro takes three parameters: the log category, the log message, and any additional arguments.
The UE_LOG Macro with Warning Category
When the UE_LOG
macro is used with the Warning
category, it can be misleading. The Warning
category is typically used to indicate potential issues or problems that need to be addressed. However, in the case of the UE_LOG
macro, it's often used to simply log information or debug messages.
UE_LOG(LogTemp, Warning, TEXT("Resources Directory is: %s"), *ResourcesPath);
In this example, the UE_LOG
macro is used with the Warning
category to log the resources directory path. However, this doesn't seem like a warning; it's more like a log or display message.
Why is this a Warning?
The UE_LOG
macro with the Warning
category can be considered a warning because Unreal Engine treats all warnings as errors in the build environment. This means that if the UE_LOG
macro is used with the Warning
category, it will trigger a warning, which can pollute the build environment.
Polluting the Build Environment
Polluting the build environment means that the warnings generated by the UE_LOG
macro with the Warning
category can make it difficult to identify real issues in the code. This can lead to confusion and make it harder to debug the game.
Adjusting the Log Category
To avoid polluting the build environment, it's recommended to adjust the log category to Display
or Log
. This will ensure that the log messages are displayed in the console without triggering warnings.
UE_LOG(LogTemp, Display, TEXT("Resources Directory is: %s"), *ResourcesPath);
Alternatively, you can use the Log
category instead of Display
:
UE_LOG(LogTemp, Log, TEXT("Resources Directory is: %s"), *ResourcesPath);
Best Practices
To avoid polluting the build environment and make the most out of the UE_LOG
macro, follow these best practices:
- Use the
Display
orLog
category instead ofWarning
for logging messages. - Avoid using the
Warning
category for logging information or debug messages. - Use the
UE_LOG
macro sparingly and only when necessary. - Consider using other logging mechanisms, such as the
UE_DEBUG
macro, for debugging purposes.
Conclusion
In conclusion, the UE_LOG
macro with the Warning
category can be misleading and pollute the build environment. By adjusting the log category to Display
or Log
, you can avoid this issue and make the most out of the UE_LOG
macro. Remember to follow best practices when using the UE_LOG
macro to ensure that your logging messages are displayed correctly and don't interfere with the build environment.
UE_LOG Macro Q&A: Understanding the Log Category and Best Practices
Introduction
In our previous article, we explored the UE_LOG
macro in Unreal Engine and how to adjust the log category to Display
or Log
to avoid polluting the build environment. In this article, we'll answer some frequently asked questions about the UE_LOG
macro and provide additional guidance on best practices.
Q&A
Q: What is the difference between the Display
, Log
, and Warning
categories?
A: The Display
, Log
, and Warning
categories are used to categorize log messages in Unreal Engine. The Display
category is used for messages that are displayed in the console, but do not trigger warnings. The Log
category is used for messages that are logged to the console, but do not trigger warnings. The Warning
category is used for messages that trigger warnings in the build environment.
Q: Why should I use the Display
or Log
category instead of Warning
?
A: You should use the Display
or Log
category instead of Warning
because it avoids polluting the build environment. When you use the Warning
category, Unreal Engine treats all warnings as errors, which can make it difficult to identify real issues in the code.
Q: Can I use the UE_LOG
macro for debugging purposes?
A: Yes, you can use the UE_LOG
macro for debugging purposes. However, it's recommended to use the UE_DEBUG
macro instead, which is specifically designed for debugging purposes.
Q: How do I use the UE_LOG
macro with multiple arguments?
A: You can use the UE_LOG
macro with multiple arguments by separating them with commas. For example:
UE_LOG(LogTemp, Display, TEXT("Resources Directory is: %s, and it's located at: %s"), *ResourcesPath, *ResourcesPath);
Q: Can I customize the log category and message format?
A: Yes, you can customize the log category and message format by using the UE_LOG
macro with a custom log category and message format. For example:
#define MY_LOG_CATEGORY "MyLogCategory"
#define MY_LOG_FORMAT "MyLogFormat: %s"
UE_LOG(MY_LOG_CATEGORY, Display, MY_LOG_FORMAT, *ResourcesPath);
Q: How do I suppress the UE_LOG
macro in the build environment?
A: You can suppress the UE_LOG
macro in the build environment by using the UE_LOG
macro with the Suppress
category. For example:
UE_LOG(LogTemp, Suppress, TEXT("Resources Directory is: %s"), *ResourcesPath);
Best Practices
To get the most out of the UE_LOG
macro and avoid common pitfalls, follow these best practices:
- Use the
Display
orLog
category instead ofWarning
for logging messages. - Avoid using the
Warning
category for logging information or debug messages. - Use the
UE_LOG
macro sparingly and only when necessary. - Consider using other logging mechanisms, such as the
UE_DEBUG
macro, for debugging purposes. - Customize the log category and message format to suit your needs.
- Suppress the
UE_LOG
macro in the build environment when necessary.
In conclusion, the UE_LOG
macro is a powerful tool for logging messages in Unreal Engine. By understanding the log category and best practices, you can use the UE_LOG
macro effectively and avoid common pitfalls. Remember to use the Display
or Log
category instead of Warning
, customize the log category and message format, and suppress the UE_LOG
macro in the build environment when necessary.