Printing the Call Stack in C++


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:

  1. Include the Necessary Header
    To access FDebug functionality, ensure you include the following header:
   #include "Misc/AssertionMacros.h"
  1. Call the Function in Your Code
    You can invoke FDebug::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();
   }
  1. 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 of MyFunction().

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.