Game > Gamebase > User Guide for Unreal SDK > Logger

This document describes how to use Unreal NHN Cloud Logger SDK.

Initialize

Initialize NHN Cloud Logger SDK with appkey issued from Log & Crash Search.

API

Supported Platforms UNREAL_IOS UNREAL_ANDROID

void Initialize(const FGamebaseLoggerConfiguration& loggerConfiguration);

Example

void Sample::InitializeLogger()
{
    FGamebaseLoggerConfiguration configuration{ "USER_LOGGER_APP_KEY", enableCrashReporter };
    IGamebase::Get().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_IOS UNREAL_ANDROID

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 Sample::DebugLogger()
{
    TMap<FString, FString> userFields;
    userFields.Add("KEY_1", "VALUE_1");
    userFields.Add("KEY_2", "VALUE_2");

    IGamebase::Get().GetLogger().Debug("MESSAGE", userFields);
}

void Sample::InfoLogger()
{
    TMap<FString, FString> userFields;
    userFields.Add("KEY_1", "VALUE_1");
    userFields.Add("KEY_2", "VALUE_2");

    IGamebase::Get().GetLogger().Info("MESSAGE", userFields);
}

void Sample::WarnLogger()
{
    TMap<FString, FString> userFields;
    userFields.Add("KEY_1", "VALUE_1");
    userFields.Add("KEY_2", "VALUE_2");

    IGamebase::Get().GetLogger().Warn("MESSAGE", userFields);
}

void Sample::ErrorLogger()
{
    TMap<FString, FString> userFields;
    userFields.Add("KEY_1", "VALUE_1");
    userFields.Add("KEY_2", "VALUE_2");

    IGamebase::Get().GetLogger().Error("MESSAGE", userFields);
}

void Sample::FatalLogger()
{
    TMap<FString, FString> userFields;
    userFields.Add("KEY_1", "VALUE_1");
    userFields.Add("KEY_2", "VALUE_2");

    IGamebase::Get().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_IOS UNREAL_ANDROID

void SetUserField(const FString& key, const FString& value);

Example

void Sample::SetLoggerUserField()
{
    IGamebase::Get().GetLogger().SetUserField("KEY", "VALUE");
}
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