Debugging
Control Log Verbosity Per Category at Launch
Drowning in log noise or missing critical messages? The -LogCmds launch argument lets you set verbosity per log category without recompiling, from silencing entire subsystems to enabling Verbose output for one specific category.
loggingverbositylaunch-argsdebugginglogcmds
Unreal's log system has hundreds of categories, each with its own verbosity level. The -LogCmds argument overrides them at launch, which is much faster than editing DefaultEngine.ini or recompiling.
Syntax
bash
-LogCmds="LogCategoryName Verbosity, AnotherCategory Verbosity"Practical Examples
bash
# Enable verbose for Level Snapshots
-LogCmds="LogLevelSnapshots Verbose"
# Enable verbose for media playback debugging
-LogCmds="LogImgMedia Verbose, LogElectraPlayer Verbose, LogElectraPlayerPlugin Verbose"
# Silence a noisy category
-LogCmds="LogNetDormancy NoLogging"
# Multiple categories in one argument
-LogCmds="LogLevelSnapshots Verbose, LogImgMedia Verbose, LogNetDormancy NoLogging"Verbosity Levels (lowest to highest)
- NoLogging: suppress all output from this category
- Fatal: only fatal errors
- Error: errors and fatals
- Warning: warnings, errors, and fatals
- Display: important info (default for most categories)
- Log: general log messages
- Verbose: detailed trace output
- VeryVerbose: maximum detail (very noisy)
Setting Verbosity at Runtime
You can also change verbosity live from the Unreal console without restarting:
bash
Log LogLevelSnapshots Verbose
Log LogImgMedia VeryVerboseTo find the correct category name, search the source code for DEFINE_LOG_CATEGORY or look at existing log output. The category name appears in brackets before each message.