AILoggingVerbose
AILoggingVerbose
#Overview
name: AILoggingVerbose
This variable is created as a Console Variable (cvar).
- type:
Exec
- help:
Sorry: Exec commands have no help
It is referenced in 3
C++ source files.
#Summary
#Usage in the C++ source code
The purpose of AILoggingVerbose is to enable verbose logging for the AI system in Unreal Engine 5. This function is part of the AI module and is used to provide detailed logging information about AI-related operations and behaviors.
The AILoggingVerbose setting variable is primarily used by the AI module in Unreal Engine 5. Specifically, it is part of the UAISystem class, which is the core class for managing AI-related functionality in the engine.
The value of this variable is not directly set as a variable, but rather invoked as a function. It can be called in two ways:
- Through C++ code by calling UAISystem::AILoggingVerbose()
- As a console command using “AILoggingVerbose”
There are no other variables directly interacting with AILoggingVerbose based on the provided code snippets. However, it likely affects the verbosity of AI-related logging throughout the AI module.
Developers should be aware that enabling verbose AI logging may impact performance, especially in complex scenes with many AI agents. It should primarily be used for debugging and development purposes, not in production builds.
Best practices when using this variable include:
- Use it temporarily during development and debugging sessions.
- Disable verbose logging before creating release builds.
- Be prepared to handle and analyze large amounts of log data when enabled.
- Consider using it in conjunction with other debugging tools and methods for a comprehensive understanding of AI behavior.
- Remember to disable it when performance testing, as it may skew results.
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/AIModule/Classes/AISystem.h:196
Scope (from outer to inner):
file
class class UAISystem : public UAISystemBase
Source code excerpt:
UFUNCTION(exec)
AIMODULE_API virtual void AILoggingVerbose();
/** insta-runs EQS query for given Target */
AIMODULE_API void RunEQS(const FString& QueryName, UObject* Target);
/**
* Iterator for traversing all UBlackboardComponent instances associated
#Loc: <Workspace>/Engine/Source/Runtime/AIModule/Private/AISystem.cpp:167
Scope (from outer to inner):
file
function void UAISystem::AILoggingVerbose
Source code excerpt:
}
void UAISystem::AILoggingVerbose()
{
UWorld* OuterWorld = GetOuterWorld();
if (OuterWorld && OuterWorld->GetGameInstance())
{
APlayerController* PC = OuterWorld->GetGameInstance()->GetFirstLocalPlayerController();
if (PC)
#Loc: <Workspace>/Engine/Source/Runtime/AIModule/Private/AISystemExec.cpp:37
Scope (from outer to inner):
file
function bool FAISystemExec::Exec_Dev
Source code excerpt:
bHandled = true;
}
else if (FParse::Command(&Cmd, TEXT("AILoggingVerbose")))
{
AISys->AILoggingVerbose();
bHandled = true;
}
else if (FParse::Command(&Cmd, TEXT("DumpBTUsageStats")))
{
if (AISys->GetBehaviorTreeManager())
{