Message Log

The Message Log is a way to display logs to the user in editor and in the output log at the same time. The messages display in the Message Log can react to user interaction by integrating Links to...

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File:Messsage-log-window.png

The Message Log is a way to display logs to the user in editor and in the output log at the same time. The messages display in the Message Log can react to user interaction by integrating Links to Objects, Blueprints, Assets and more. These messages are displayed in the "Message Log" window available at Window -> Developer Tool -> Message Log and are organized into multiple categories. It's mostly useful as a way to provide artists and Level designer with quick feedback on level or asset configurations.

For ''Output Log'' logging with ''UE_LOG'', see Logging

This article explains how to use the Message Log system in order to display messages to the user in the editor.

Terms and Structure

The Message Log system relies mainly on the FMessageLog class and the FMessageLogModule module.

A message is an instance of a FTokenizedMessage created and added in a Message Log category. The target category is defined by the FMessageLog instance used to create each message.

	/** 
	 * The string literal "PIE" is the FName of the 
	 * message log category to put the message into
	 */
	FMessageLog PieLog("PIE")

Messages could be included in a Page. After the declaration of a page, each following message is included in it. Most of the time, creating a new page means the old messages become invisible.

These messages and pages are displayed in the Message Log window in Log Listings. Each listing is associated with a log category and is declared with the FMessageLogModule module. Listings can be configured with the following properties through the FMessageLogInitializationOptions struct

	FMessageLogInitializationOptions()
		: bShowFilters(false)
		, bShowPages(false)
		, bAllowClear(true)
		, bDiscardDuplicates(false)
		, MaxPageCount(20)
		, bShowInLogWindow(true)
		, bScrollToBottom(false)
	{}

Logging with Message Log

In this section, you will discover how to use the Message Log in your code to display rich messages in the editor's Message Log window.

To keep this section focused on logging, we will make use of FText::FromString() but you must use LOCTEXT() in a production project.

Simple logging

All messages must be created from an instance of FMessageLog. This instance is created by giving the contructor a single FName containing the log category where you want to send your log message.

// You need the following include at the beginning of the file
// Logging/MessageLog.h contains the declaration of FMessageLog
#include "Logging/MessageLog.h" 

//...

// All messages created with this instance will be flushed to the "Play in Editor" log category listing in the Message Log window
FMessageLog PIELogger("PIE");

See "Editor Log Categories" for a full list of the available log categories or "Log Listing creation" to create your own listing

Message Severity

Now, you can send your messages to this category using the Info(), Warning(), PerformanceWarning(), or Error() methods, depending on the severity of the message. All these methods only take a single FText parameter that contains the content of the message to display.

CriticalError() is deprecated as of Unreal Engine 5.1

namespace EMessageSeverity
{
	/** Ordered according to their severity */
	enum Type : int
	{
		CriticalError UE_DEPRECATED(5.1, "CriticalError was removed because it can't trigger an assert at the callsite. Use 'checkf' instead.") = 0,
		Error = 1,
		PerformanceWarning = 2,
		Warning = 3,
		Info = 4,	// Should be last
	};
}

File:Message-log-categories.png

PIELogger.Info(FText::FromString("Informationnal message"));
PIELogger.Warning(FText::FromString("Warning message"));
PIELogger.PerformanceWarning(FText::FromString("Warning message about performace issue"));
PIELogger.Error(FText::FromString("Error message"));

You can also use the Message() method and specify the severity of it with the EMessageSeverity::Type enum.

PIELogger.Message(EMessageSeverity::Type::Warning, FText::FromString("Enum defined Warning message"));

Messages are stored inside the FMessageLog but not flushed to the Message Log system before the instance destruction. You must destroy the instance to send all messages declared with it. It isn't recomanded to keep an instance of FMessageLog too long, keep it simple, just create a new instance in the current scope when you need to log something and let it be destroyed at the end of the scope.

Rich Logging

You can do much more richer logging with Tokenized Messages

Log Listing creation

This section assumes that you know what a Game Module is and already have one configured with a module class.

You can create your own log listing in your Game Module. For the next sections, we assume that your module is called MyModule

1. Import MessageLog module

In your MyModule.Build.cs file (in the root directory of your module), you can add the MessageLog module in the PrivateIncludePathModuleNames list :

// MyModule.Build.cs
namespace UnrealBuildTool.Rules
{
    public class MyModule : ModuleRules
    {
        public MyModule(ReadOnlyTargetRules Target) : base(Target)
        {
            // ...
            PrivateIncludePathModuleNames.AddRange(
                new string[]
                {
                    // ...
                    "MessageLog",
                }
            );
        }
    }
}
 

2. Save your Log Listing

In the class of the module definition, add these required dependencies:

// MyModule.cpp
// (it should be located in your Private directory)
#include "MessageLogInitializationOptions.h"
#include "MessageLogModule.h"

Then use the MessageLogModule to create your Log Listing

// still in MyModule.cpp
// ...
void FMyModule::StartupModule()
{
	// ...
	// create a message log to use in my module
	FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
	FMessageLogInitializationOptions InitOptions;
	InitOptions.bShowPages = true;
	InitOptions.bAllowClear = true;
	InitOptions.bShowFilters = true;
	MessageLogModule.RegisterLogListing("MyModule", NSLOCTEXT("MyModule", "MyModuleLogLabel", "My Module"), InitOptions);
}

And don't forget to unregister the message log when the module is shutdown:

void FMyModule::ShutdownModule()
{
	// ...
	if (FModuleManager::Get().IsModuleLoaded("MessageLog"))
	{
		// unregister message log
		FMessageLogModule& MessageLogModule = FModuleManager::GetModuleChecked<FMessageLogModule>("MessageLog");
		MessageLogModule.UnregisterLogListing("MyModule");
	}
}

3. Use it

And there you go! You can use it everywhere in your module now:

FMessageLog(FName("MyModule")).Error(LOCTEXT("InvalidValue", "This is not a good value!"));

4. See it

Editor Log Categories

Below is an alphabetized list of all Unreal Engine defined log categories and their associated listings in the editor window. Remember that since these may be generated at compile-time or at module startup, some categories may not be visible until their module / plugin is turn on, or until the conditions are met for the category to be created.

Log Category Log Listing Label Notes
AnimBlueprintLog Anim Blueprint Log
AnimNextCompilerResults AnimNext Compiler Results
AnimToTextureLog AnimToTexture Log
AssetCheck Asset Check
AssetReimport Asset Reimport
AssetTools Asset Tools
AutomationTestingLog Automation Testing Log
BlueprintCompiler or [Blueprint GUID]_[Blueprint Name]_CompilerResultsLog BlueprintCompiler (A new category can be created for each blueprint compilation, Not shown in the Message Log window)
BlueprintLog Blueprint Log
BuildAndSubmitErrors Build and Submit Errors
CompilerResultsLog Compiler Log (A new page is created before each compilation)
Concert Multi-User
ControlRigLog Control Rig Log
ControlRigPythonLog Control Rig Python Log (Reflects the python commands equivalent to user actions with Control Rig. Helps with automation)
EditorErrors Editor Errors
HLODResults HLOD Results
IKRetarget_[UniqueID] IK Retarget Log (A new log is created for each retarget)
LightingResults Lighting Results (A new page is created before and after each new lightning build)
Live Link LiveLink
LoadErrors Load Errors
LoadingInsights Loading Insights
LocalizationService Localization Service
MapCheck Map Check
MassEntity Mass Entity
Model View Viewmodel Model View Viewmodel
MoviePipelinePIEExecutor High Quality Media Export
Mutable Mutable
NetworkingInsights Networking Insights
PackagingResults Packaging Results
PackedLevelActor Packed Level Actor Log
PIE Play In Editor (A new page is created before each Play in Editor session)
RigLogicLog RigLogic Log
SourceControl Source Control
SlateStyleLog Slate Style Log
StallLog Editor Stall Logger
StateTreeCompiler StateTreeCompiler
LogStereoPanorama Panoramic Capture Log
StormSyncDrives Storm Sync Drives
StormSyncImport Storm Sync Editor
StormSyncNotifications Storm Sync Notifications
TimingInsights Timing Insights
TraceAnalysis Trace Analysis
TranslationEditor Translation Editor
UnrealInsights Unreal Insights
UDNParser UDN Parse Errors (Not shown in the Message Log window)
USD USD
LogVirtualization Asset Virtualization
WidgetEvents Widget Event Log
WidgetPreviewLog Widget Preview Log

This table was created based on a search of .RegisterLogListing( in the editor's source code. Last update March 30th, 2025.

See also