When debugging issues in your Unreal Engine project, understanding the call stack can provide invaluable insights into what led to a particular state in your code. Unreal Engine offers a convenient way to print the call stack to the log using FDebug::DumpStackTraceToLog
. In this article, we’ll explore how to use this function effectively.
What is a call stack?
A call stack is a record of the function calls that the program has made up to a specific point. It helps developers trace the sequence of calls that led to a particular function or error, making it a crucial tool for diagnosing issues.
Using FDebug::DumpStackTraceToLog
Unreal Engine’s FDebug::DumpStackTraceToLog
is a straightforward utility function that captures and logs the current call stack. Here’s how you can use it:
- Include the Necessary Header
To accessFDebug
functionality, ensure you include the following header:
#include "Misc/AssertionMacros.h"
- Call the Function in Your Code
You can invokeFDebug::DumpStackTraceToLog
whenever you need to print the current call stack. For example:
void MyFunction()
{
// Log a message before dumping the call stack
UE_LOG(LogTemp, Warning, TEXT("Dumping call stack:"));
// Dump the call stack to the log
FDebug::DumpStackTraceToLog();
}
- Analyze the Output
When this code runs, the call stack is printed to your Unreal Engine log, typically visible in the Output Log window in the editor. It will show the sequence of function calls leading to the invocation ofMyFunction()
.
Tips for Effective Usage
- Log Levels: Use appropriate log levels (e.g.,
Warning
,Error
) to categorize and prioritize logged call stacks. - Conditional Dumps: Avoid dumping the call stack indiscriminately. Use conditions to ensure it’s only logged during relevant scenarios.
- Performance Considerations: Dumping the call stack is not free in terms of performance. Use it judiciously, especially in performance-critical sections of your code.