This document describes how to Log & Crach Search API.
Initialize NHN Cloud Logger SDK with appkey issued from Log & Crash Search.
API
Supported Platforms ■ UNREAL_ANDROID ■ UNREAL_IOS ■ UNREAL_WINDOWS
void Initialize(const FGamebaseLoggerConfiguration& loggerConfiguration);
Example
void USample::InitializeLogger()
{
FGamebaseLoggerConfiguration Configuration;
Configuration.AppKey = TEXT("USER_LOGGER_APP_KEY");
Configuration.bEnableCrashReporter = true;
UGamebaseSubsystem* Subsystem = UGameInstance::GetSubsystem<UGamebaseSubsystem>(GetGameInstance());
Subsystem->GetLogger()->Initialize(Configuration);
}
Send logs to Log & Crash Server. NHN Cloud Logger SDK can send logs of the five levels as below:
Logs are levelled as follows:
API
Supported Platforms ■ UNREAL_ANDROID ■ UNREAL_IOS ■ UNREAL_WINDOWS
void Debug(const FString& Message, const TMap<FString, FString>& UserFields = TMap<FString, FString>());
void Info(const FString& Message, const TMap<FString, FString>& UserFields = TMap<FString, FString>());
void Warn(const FString& Message, const TMap<FString, FString>& UserFields = TMap<FString, FString>());
void Error(const FString& Message, const TMap<FString, FString>& UserFields = TMap<FString, FString>());
void Fatal(const FString& Message, const TMap<FString, FString>& UserFields = TMap<FString, FString>());
Example
void USample::DebugLogger()
{
TMap<FString, FString> UserFields;
UserFields.Add("KEY_1", "VALUE_1");
UserFields.Add("KEY_2", "VALUE_2");
UGamebaseSubsystem* Subsystem = UGameInstance::GetSubsystem<UGamebaseSubsystem>(GetGameInstance());
Subsystem->GetLogger()->Debug("MESSAGE", UserFields);
}
void USample::InfoLogger()
{
TMap<FString, FString> UserFields;
UserFields.Add("KEY_1", "VALUE_1");
UserFields.Add("KEY_2", "VALUE_2");
UGamebaseSubsystem* Subsystem = UGameInstance::GetSubsystem<UGamebaseSubsystem>(GetGameInstance());
Subsystem->GetLogger()->Info("MESSAGE", UserFields);
}
void USample::WarnLogger()
{
TMap<FString, FString> UserFields;
UserFields.Add("KEY_1", "VALUE_1");
UserFields.Add("KEY_2", "VALUE_2");
UGamebaseSubsystem* Subsystem = UGameInstance::GetSubsystem<UGamebaseSubsystem>(GetGameInstance());
Subsystem->GetLogger()->Warn("MESSAGE", UserFields);
}
void USample::ErrorLogger()
{
TMap<FString, FString> UserFields;
UserFields.Add("KEY_1", "VALUE_1");
UserFields.Add("KEY_2", "VALUE_2");
UGamebaseSubsystem* Subsystem = UGameInstance::GetSubsystem<UGamebaseSubsystem>(GetGameInstance());
Subsystem->GetLogger()->Error("MESSAGE", UserFields);
}
void USample::FatalLogger()
{
TMap<FString, FString> UserFields;
UserFields.Add("KEY_1", "VALUE_1");
UserFields.Add("KEY_2", "VALUE_2");
UGamebaseSubsystem* Subsystem = UGameInstance::GetSubsystem<UGamebaseSubsystem>(GetGameInstance());
Subsystem->GetLogger()->Fatal("MESSAGE", UserFields);
}
Set user-defined field as needed. With user-defined field setting, set value is sent to server along with logs every time Send Logs API is called.
API
Supported Platforms ■ UNREAL_ANDROID ■ UNREAL_IOS ■ UNREAL_WINDOWS
void SetUserField(const FString& key, const FString& value);
Example
void USample::SetLoggerUserField()
{
UGamebaseSubsystem* Subsystem = UGameInstance::GetSubsystem<UGamebaseSubsystem>(GetGameInstance());
Subsystem->GetLogger()->SetUserField("KEY", "VALUE");
}