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How to subscribe to/redirect log messages?

How to (in correct way) "hook" into UE4 logging system, to redirect log messages output to somewhere else? E.g. I have a custom module, which by I would to capture every UE_LOG call message, for further purpose.

Which part of engine (source code) will be good place to change for such log message capture? What is the proper way (stable and side-effect resistant) to do this?

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asked Apr 18 '16 at 07:02 AM in C++ Programming

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I was looking for the same thing: FOutputDeviceRedirector::Get()->AddOutputDevice(...); should do the trick. You would need to implement your own OutputDevice

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answered Mar 09 '17 at 03:41 PM

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avatar image rob422lou Nov 08 '18 at 12:28 AM

I'm having trouble with this. I can't seem to get it to redirect anywhere. Not to a different file or an FString. Any suggestions on how to make the FOutputDevice?

avatar image Shadowriver Nov 08 '18 at 03:55 AM

You need to add FOutputDevice as base class, like you would do that with interface, Look at UConsole as a example


avatar image Steijn.Kistemake Nov 08 '18 at 06:58 AM

If you wanted to 'redirect' the output to a string you could do it as follows:

 class StringOutputDevice : public FOutputDevice
         if (GLog != nullptr)
     virtual void Serialize(const TCHAR* Message, ELogVerbosity::Type Verbosity, const class FName& Category) override
         MyString += Message;
     FString MyString;

Please note that the logs will still end up in the normal places as well. You are just adding an output device to which it will also be sent.

avatar image rob422lou Nov 08 '18 at 01:09 PM

I got it to work. Thanks for your help!

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