Read ue logs
Agent skills for Unreal Engine + AngelScript workflows. Drop-in skills.sh-compatible monorepo.
npx -y skills add osseous/skills --skill read-ue-logsAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Read and filter Unreal Engine log output from disk for any UE project. Auto-detects the project from the nearest *.uproject, merges entries across all concurrently-active log files (editor session, standalone clients), and surfaces only recently-active sessions by default. Use when diagnosing a silent failure after a repro, checking startup warnings, inspecting what UE printed for a recent gameplay action, or analyzing multi-client test runs.
SKILL.md
3.6 KB, as published. Nobody here has run it
read-ue-logs
Quick start
From the project root, run:
powershell -NoProfile -File .claude/skills/read-ue-logs/scripts/read-logs.ps1 -Tail 50
By default this scans Saved/Logs/<Project>.log plus any Saved/Logs/<Project>_N.log modified in the last 10 minutes, merges them by timestamp, and prints the last 50 lines. The script auto-locates the project root and project name from the nearest *.uproject, so the working directory does not need to be the repo root. Use pwsh -File ... instead of powershell -File ... if PowerShell 7+ is installed (both editions are supported).
Running UE automation tests? Run them through a test MCP server —
osseous/ue-headless-mcp(preferred) orremiphilippe/mcp-unreal— (run_tests/run_visual_tests) and take the first read of the result from itsget_test_log. Reach for this skill when one log isn't enough — merging concurrent editor + standalone-client logs into one timeline, filtering by category/verbosity/source, or grepping across a whole session.
Workflows
Diagnose a failure after a repro
# Recent errors only
powershell -NoProfile -File .claude/skills/read-ue-logs/scripts/read-logs.ps1 -Verbosity Error -Tail 100
# Blueprint-specific output
powershell -NoProfile -File .claude/skills/read-ue-logs/scripts/read-logs.ps1 -Category LogBlueprint -Tail 100
# Hunt for a specific keyword (regex)
powershell -NoProfile -File .claude/skills/read-ue-logs/scripts/read-logs.ps1 -Search "MyActor|Spawn"
Analyze a multi-client test run
When multiple instances run (editor + standalone clients), UE writes <Project>.log, <Project>_2.log, <Project>_3.log etc. Default behavior merges all of them and prefixes each line with [<source>].
# All clients, last 10 min, merged and prefixed
powershell -NoProfile -File .claude/skills/read-ue-logs/scripts/read-logs.ps1 -Tail 200
# Isolate one client (substitute your actual project name)
powershell -NoProfile -File .claude/skills/read-ue-logs/scripts/read-logs.ps1 -Source MyProject_2
Programmatic consumption
powershell -NoProfile -File .claude/skills/read-ue-logs/scripts/read-logs.ps1 -Format json -Tail 50
Each line is one JSON object: {source, line, timestamp, thread, category, verbosity, message}.
Advanced features
-RecentMinutes <N>— change the auto-discovery window (default 10). Pass a large value to merge older sessions; if nothing matches the window, the script falls back to the single most-recent log so it never returns empty.-LogFile <path>— point at one specific log file, bypassing auto-discovery. Pass-LogFile allto include rotated<Project>-backup-*.logfiles too.-ProjectName <name>— override the auto-detected project name for unusual setups (renamed logs, multi-uproject monorepos).- Exit codes:
0on success (even with zero matches),1only on a missing log directory or script error. - The editor does not need to be running — the script reads files on disk.
See README.md for the full flag reference, the multi-file model, and notes on extending the parser.