GameLogger plugins

All the plugins, obviously, have different purposes. If you want to add support for your favorite mod or add some comments on the game events - your choice is report plugin. You want to collect some stats and then put it in the log? You'll need an extra stats plugin. Sometimes it may prove useful to combine these two. The one collects the stats and the other writes it. You use mutator adding some cool weapons, but GameLogger is unable to recognize them? Than you can make a DamageType plugin. This one is the most simple, so you can make it with little UnrealEd experience. Here I'll just explain some common variables. All the comments what does that or another function is exaplained in plugins' code. I think that when you're working with code it's easier to check another script and see example nearby, than to refer to some document. I recommend using Unreal Developer Enviroment. Also I want to ask you to use GameLogger.ini to store your plugin's configurable `variables, if there any.


Every plugin has several common settings, as they all are subclasses of GameLoggerPlugin (Actor -> Info -> GameLoggerPlugin). Here's an overview of the variables.

localized string FriendlyName    Plugin name
localized string Description plugin brief description
string Author author of the plugin
var const string version version of plugin

These 4 strings now used only for log output, so you can see if the plugin was loaded ot not, but future versions of GameLogger it will be used in the config GUI.

bool bInitialized    used by some plugins to check if they're loaded or not
config bool bDebug toggling debug code
EGameStats BaseLogger    reference to the Logger core class.