Game > Gamebase > User Guide for Unreal SDK > Logger

This document describes how to Log & Crach Search API.

Initialize

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

Send logs to Log & Crash Server. NHN Cloud Logger SDK can send logs of the five levels as below:

  • DEBUG
  • INFO
  • WARN
  • ERROR
  • FATAL

Logs are levelled as follows:

  • DEBUG > INFO > WARN > ERROR > FATAL

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 Fields

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");
}
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