get_output_log_lines
Reads Unreal Engine editor log lines from the session GLog buffer with non-destructive cursor reads and filters for message text, verbosity, and category, enabling debugging and PIE test monitoring.
Instructions
Read the single per-editor-session log buffer UEAgent attaches to GLog (general editor output, not PIE-only -- Serialize() captures every category/verbosity that passes through GLog, regardless of PIE state; usable for PIE Functional Test / wait_for_pie_completion orchestration too). NON-DESTRUCTIVE cursor read (since_sequence_id, same idiom as poll_gameplay_messages), structured entries. Supports all three filters (message text, verbosity level, category).
Returns: { lines: [{sequence_id, ts, level, category, message}], count, held_total, last_sequence_id }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| count | No | Optional int32 cap on the number of entries returned (default 200, max 4096). | |
| filter | No | Optional case-insensitive substring on the message text. | |
| level_filter | No | Optional exact verbosity name filter (Fatal|Error|Warning|Display|Log|Verbose|VeryVerbose), case-insensitive. | |
| category_filter | No | Optional case-insensitive substring on the log category name. | |
| since_sequence_id | No | Optional int64 cursor; only entries with a higher sequence_id are returned (default 0 = everything currently retained). |