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CorePlus – Popups and Logs

Learn how to set up and use the CorePlus Popups and Logs system in Unreal Engine with step-by-step instructions for both Blueprints and C++. Display in-game logs, use log viewers in your UI, and enhance your debugging process effortlessly.

πŸ”§ Overview

CorePlus makes it easy to manage logs and popups in your Unreal Engine project, whether you’re working in Blueprints or C++. This guide walks you through how to set up and use the Popups and logging system.

πŸ“ Accessing the Plugin Content

Before you begin using CorePlus AR, you need to access the plugin content. There are two ways to do this:

βœ… Method 1: Project Plugin Folder (Editable)

  1. Copy CorePlus Plugin from:

    Β 
    [UE_Install]/Engine/Plugins/Marketplace/CorePlusPlugin
    Β 

    To:

    Β 
    [YourProject]/Plugins/
  2. In Unreal Editor:

    • Open Content Browser

    • Click the βš™οΈSettings Option (top-right)

    • Enable Show Plugin Content

You’ll now see:

Plugins > CorePlusContent


Pros
βœ… Easy access and customization
βœ… Built directly into your project
βœ… Editable plugin files

Cons
⚠️ No auto-updates β€” you must update it manually

βœ… Method 2: Engine Plugin Content (Auto-updating)

  1. Enable CorePlus Plugin via the Plugin Manager

  2. In Content Browser:

    • Open Content Browser

    • Click the βš™οΈSettings Option (top-right)

    • Enable Show Engine Content

    • Navigate to:

      Engine > Plugins > CorePlusContent

Pros
βœ… Always up-to-date with Unreal Engine

Cons
⚠️ Plugin content is not directly editable

Tip: Choose the method that best fits your workflow β€” editable plugin content or automatic updates.

πŸ”§ Setting Up Logs

🧩 Accessing the Functionality in Blueprints

To use the CorePlus Downloader in Blueprints:

  1. Get the Subsystem
    Use the CorePlusPopupAndLogSubsystemΒ node. You can call this from any Blueprint.

  2. Access the Log Manager
    From the CorePlusPopupAndLogSubsystem Get the GetLogManager node.

  3. Call Functions
    Once you have the LogManager node, you can call all available Asset Management functions.

πŸ’» Accessing the Functionality in C++

Header File (.h)

				
					#include "CorePlusPopupAndLogSybsystem.h"

UPROPERTY()
UCorePlusPopupAndLogSybsystem* CorePlusPopupAndLogSybsystem = nullptr;

UCorePlusPopupAndLogSybsystem* GetCorePlusPopupAndLogSybsystem();

				
			

Source File (.cpp)

				
					UCorePlusPopupAndLogSybsystem* ClassName::GetCorePlusPopupAndLogSybsystem()
{
    if (CorePlusPopupAndLogSybsystem)
    {
        return CorePlusPopupAndLogSybsystem;
    }

    if (!GetWorld())
    {
        return nullptr;
    }

    if (UGameInstance* GameInstance = GetWorld()->GetGameInstance())
    {
        CorePlusPopupAndLogSybsystem = GameInstance->GetSubsystem<UCorePlusPopupAndLogSybsystem>();
        ensureAlwaysMsgf(CorePlusPopupAndLogSybsystem, TEXT("Invalid CorePlusPopupAndLogSybsystem."));
        return CorePlusPopupAndLogSybsystem;
    }

    return nullptr;
}

				
			

Example Function Call:

				
					GetCorePlusPopupAndLogSybsystem()->GetLogManager()->AddLog(Parameters);
				
			

πŸ“œ Displaying Logs in UI

To show logs in your game’s UI:

  1. Open the widget where you want to display logs.

  2. Add the WBP Core Plus Log Viewer component to your widget.

This viewer will automatically display logs managed by the CorePlus system.

πŸ“š Popup and Log API Functions

πŸ› οΈ Add Logs

				
					/**
 * Adds a new log message with customizable properties.
 * The log may be printed to the console, displayed on screen, written to a file, or stored.
 *
 * @param LogMessage The message content to be logged.
 * @param LogProperties Optional properties defining how and where to log.
 * @return The original log message.
 */
UFUNCTION(BlueprintCallable, Category = "CorePlus | Popup And Logs")
FString AddLog(const FString& LogMessage, const FLogProperties& LogProperties = FLogProperties());

				
			

πŸš€ Wrapping Up

With the CorePlus Popup and Log system, integrating robust popups and logging into your Unreal Engine project is straightforward. Whether you’re working in Blueprints or C++, this system helps you keep track of events, debug more effectively, and display helpful information to the user in real-time.

πŸ’¬ Got questions?
Leave a comment below or reach out β€” I’d love to hear how you’re using CorePlus in your projects!

If you found this post helpful, feel free to share it, and stay tuned for more Unreal Engine tips and tutorials!

πŸ“Ž Related Links

Tags

Unreal Engine, CorePlus, Unreal Engine Plugin, Logging System, Blueprint Logging, C++ Logging, Game Development, Unreal Blueprint, Game Logs, Developer Tools, UI Logs, Unreal Logs, Game Debugging, Debug Logs, Game System, Unreal C++, Game Blueprint, UE5, UE4, Game Plugins, Plugin Integration, Popup System, Log Viewer, WBP Log Viewer, Subsystems, GameInstance Subsystem, AddLog Function, Unreal Engine Logs, LogManager, UE Logs, Game Console, In-Game Logging, Sci-Fi Game Dev, CorePlus Popup, Logging API, Game Utilities, Game Dev Tools, Blueprint Tools, CorePlus Tutorial, Game Event Logging, Runtime Logs, Debug Tools, Unreal Widgets, UE Blueprint Tools, Unreal API, Blueprint Debugging, UE Plugins, Log Display, Game HUD Tools, Custom Logging

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