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.
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
-LogCmds="LogCategoryName Verbosity, AnotherCategory Verbosity"Practical Examples
# 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:
Log LogLevelSnapshots Verbose
Log LogImgMedia VeryVerbose