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Assigning trace channels from a plugin

I'm writing a custom plugin which requires use of its own trace channels.

Currently the only way I can see to make this work is to require the user to create the needed trace channels manually within the editor project settings and then a way must be found to communicate to the plugin which ECC_GameTraceChannel enums correspond to the created trace channels.

Clearly this isn't very friendly since it requires some manual setup from the user to be able to use the plugin. Furthermore it creates an unwanted dependence between the plugin and engine since the engine must communicate back to the plugin which channel enums were used. Preferably the engine shouldn't require working knowledge of the plugin implementation for the plugin to work.

Ideally the plugin should be able to find unused trace channel slots and assign them for itself when it is activated. Does anyone know any way I could go about achieving this?

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asked Feb 05 '15 at 12:43 PM in C++ Programming

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avatar image SaxonRah Jun 27 '16 at 01:42 AM

Ever figure it out? Epic, We need custom plugin object/trace channels!

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