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Debug Print Node ​

Write timestamped debug messages to the Output Log and, optionally, to a log file.

Category: Scooter Utilities > Debug Print

Log Message ​

Writes a message to the Output Log and, if you give it a file name, appends the same line, as UTF-8 text, to a log file in your project's Saved/Logs folder.

PinDirectionDescription
Log FileInputThe log file to append to, relative to Saved/Logs. Example: MyGame.log or Debug/Testing.log. Leave empty to write only to the Output Log.
LevelInputThe severity of the message: Info, Warning, Error, or Critical. Sets both the label in the message and the Output Log verbosity.
ContentInputThe message to log.
ContextInput (advanced)Optional text that says where the message came from, like PlayerController or SaveGame. Expand the node's advanced pins to see it.
Return ValueOutputtrue if the message was logged. When Log File is set, false means the file couldn't be written.

Message Format ​

Each message is formatted as:

[<timestamp>] <Context>: <LEVEL>: <Content>

The timestamp uses a "stardate" style format: YYYY.DDD.HHMMSS, where DDD is the day of the year. When Context is empty, it's left out along with its colon.

Messages appear in the Output Log under the LogDebugPrint category, at the verbosity that matches their Level:

LevelLabelOutput Log Verbosity
InfoINFOLog
WarningWARNINGWarning (yellow)
ErrorERRORError (red)
CriticalCRITICALError (red)

NOTE

Critical is logged as an error rather than a fatal error, so it never stops your game or the editor.

Example ​

  1. Call Log Message with Log File set to MyGame.log, Level set to Info, Content set to Player joined: + the player's name, and Context set to Multiplayer.

  2. The message appears in the Output Log and is appended to Saved/Logs/MyGame.log:

    [2025.283.143052] Multiplayer: INFO: Player joined: Steve

TIP

Writing from C++? The SCOOTER_DEBUG_PRINT macro adds the source file and line number as the context automatically.