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UKismetSystemLibrary::LogString

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallableBlueprintThreadSafeDevelopmentOnly

Description

Writes a string to the log without printing anything to screen. If bPrintToLog is true the message is visible in the Output Log at normal verbosity; otherwise it's logged at Verbose and generally won't show up.

Caveats & Gotchas

  • Marked DevelopmentOnly — calls compile out entirely in Shipping and Test builds, so don't rely on it for anything user-facing or for logging that must survive in production.
  • Unlike PrintString, this has no on-screen output and no WorldContextObject parameter — it only ever writes to the log.

Signature

static void LogString(const FString& InString = FString(TEXT("Hello")), bool bPrintToLog = true)

Parameters

Name Type Description Default
InString const FString& The string to write out. FString(TEXT("Hello"))
bPrintToLog bool Whether to write the string to the Output Log at normal visibility; if false it's logged only at Verbose level. true

Return Type

void

Example

Log a debug message C++
UKismetSystemLibrary::LogString(TEXT("Player spawned"));

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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