get_message_log_entries
Read entries from a named Unreal Engine Message Log and resolve each message to the actor or component that emitted it, optionally filtered by severity.
Instructions
Read back the messages currently in a named engine Message Log listing (IMessageLogListing::GetFilteredMessages), each resolved back to the actor/component the engine attached to it. The reader that pairs with add_message_log_entry/clear_message_log.
Returns: { log_name: string, severity_filter: string|null, base_libraries: [string], entries: [{message: string, severity: string, token_source: string, object_path: string, object_resolved: bool, actor_name: string, actor_label: string, actor_path: string, actor_class: string, actor_guid: string, component_name: string, class_asset_path: string, class_root: string, class_root_is_base_library: bool}], count: int }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| log_name | Yes | The message log listing name (e.g. "PIE", "MapCheck", or a custom name). Required. | |
| severity | No | Optional severity filter: "Error"|"PerformanceWarning"|"Warning"|"Info" (case-insensitive). Omit for all. | |
| base_libraries | No | Package roots to classify each entry's class against (optional, default: the project's Read Only Content Roots). An explicit [] disables the classification. Reported as data in class_root/class_root_is_base_library; the tool never judges which root is "upstream". |