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logging-and-assertions

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Mis à jour27 mai 2026 à 03:49

Add structured logging and runtime checks to Unreal C++ — UE_LOG with custom log categories (DECLARE_LOG_CATEGORY_EXTERN/DEFINE_LOG_CATEGORY), all seven verbosity levels (Fatal/Error/Warning/Display/Log/Verbose/VeryVerbose), structured named-field logging with UE_LOGFMT, the assertion families check/checkf (halts, compiled out in shipping), verify/verifyf (expression always evaluates), ensure/ensureMsgf/ensureAlways (non-fatal, reports once), and the FMsg/FDebug helpers. Use when adding diagnostics to gameplay or engine code, defining a dedicated log category for a module or feature, choosing between crashing and recovering on a bad assumption, printing transient values to screen during PIE, filtering log output by category, or debugging shipping-only crashes where ensures would help.

Installation

Installer avec Codex ou Claude Copiez ce prompt, collez-le dans Codex, Claude ou un autre assistant, puis laissez-le vérifier la page du skill et l'installer pour vous.

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