Log Macro with Net Mode and Color

@alert info This is a legacy article imported from the old wiki. An updated version can be found here: [Not Created Yet] @endalert Overview A macro that adds the current net mode and color to loggi...

Updated about 4 years ago Edit Page Revisions

This is a legacy article imported from the old wiki.

An updated version can be found here: [Not Created Yet]

Overview

A macro that adds the current net mode and color to logging, as well as making it easier to use.
Not recommended as a replacement for UE_LOG, but as a quick'n dirty tool for rapid iteration.

YourProject.h

#define NETMODE_WORLD (((GEngine == nullptr) 

 (GetWorld() == nullptr)) ? TEXT("") \
        : (GEngine->GetNetMode(GetWorld()) == NM_Client) ? TEXT("[Client] ") \
        : (GEngine->GetNetMode(GetWorld()) == NM_ListenServer) ? TEXT("[ListenServer] ") \
        : (GEngine->GetNetMode(GetWorld()) == NM_DedicatedServer) ? TEXT("[DedicatedServer] ") \
        : TEXT("[Standalone] "))
        
#if _MSC_VER
    #define FUNC_NAME    TEXT(__FUNCTION__)
#else // FIXME - GCC?
    #define FUNC_NAME    TEXT(__func__)
#endif
    
#define TRACE(Format, ...) \
{ \
    SET_WARN_COLOR(COLOR_CYAN);\
    const FString Msg = FString::Printf(TEXT(Format), ##__VA_ARGS__); \
    if (Msg == "") \
    { \
        UE_LOG(LogYourCategory, Log, TEXT("%s%s() : %s"), NETMODE_WORLD, FUNC_NAME, *GetNameSafe(this));\
    } \
    else \
    { \
        UE_LOG(LogYourCategory, Log, TEXT("%s%s() : %s"), NETMODE_WORLD, FUNC_NAME, *Msg);\
    } \
    CLEAR_WARN_COLOR();\
}

#define TRACESTATIC(Format, ...) \
{ \
    SET_WARN_COLOR(COLOR_CYAN);\
    const FString Msg = FString::Printf(TEXT(Format), ##__VA_ARGS__); \
    UE_LOG(LogYourCategory, Log, TEXT("%s() : %s"), FUNC_NAME, *Msg);\
    CLEAR_WARN_COLOR();\
}

#define TRACEWARN(Format, ...) \
{ \
    SET_WARN_COLOR( COLOR_YELLOW );\
    const FString Msg = FString::Printf(TEXT(Format), ##__VA_ARGS__); \
    UE_LOG(LogYourCategory, Log, TEXT("**WARNING** %s%s() : %s"), NETMODE_WORLD, FUNC_NAME, *Msg);\
    CLEAR_WARN_COLOR();\
}

#define TRACEERROR(Format, ...) \
{ \
    SET_WARN_COLOR( COLOR_RED );\
    const FString Msg = FString::Printf(TEXT(Format), ##__VA_ARGS__); \
    UE_LOG(LogYourCategory, Log, TEXT("**ERROR** %s%s() : %s"), NETMODE_WORLD, FUNC_NAME, *Msg);\
    CLEAR_WARN_COLOR();\
}

#define SCREENDEBUG(Format, ...) \
{ \
    const FString Msg = FString::Printf(TEXT(Format), ##__VA_ARGS__); \
    if (Msg == "") \
    { \
        TCHAR StdMsg[MAX_SPRINTF] = TEXT(""); \
        FCString::Sprintf(StdMsg, TEXT("%s%s() : %s"), NETMODE_WORLD, FUNC_NAME, *GetNameSafe(this)); \
        GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::White, StdMsg); \
    } \
    else \
    { \
        GEngine->AddOnScreenDebugMessage(-1, 10.0f, FColor::White, Msg); \
    } \
}

YourProject.cpp

DEFINE_LOG_CATEGORY( LogYourCategory );

Examples

Function logging

Usage:

void USomeClass::WithSomeFunction()
{
    TRACE("");
}

Output:
LogYourCategory: [Standalone] USomeClass::WithSomeFunction() :

Variable logging

Usage:

void USomeClass::WithSomeFunction()
{
    TRACE("Name: %s, Health %d, DistanceToEnemy: %f", *PlayerName.ToString(), Health, GetDistance(EnemyLoc));
}

Output:
LogYourCategory: [Client] USomeClass::WithSomeFunction() : Name: DudeGuy, Health 76, DistanceToEnemy: 128.0512