# PLUGIN SETTINGS

*Configure how ALS behave in Editor, PIE, and Packaged Builds.*&#x20;

Access from **Project Settings → Plugins → PrintMeAnything**

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## ⚙️ General

<table><thead><tr><th width="187.39996337890625">Setting</th><th width="98.4000244140625">Default</th><th>Description</th></tr></thead><tbody><tr><td><strong>Show Context Name</strong></td><td><code>false</code></td><td>Prefix messages with the calling object's name, e.g., <code>[BP_MyActor]</code>.</td></tr><tr><td><strong>Enable File Logging In Shipping</strong></td><td><code>false</code></td><td>Allows logs to be written to files in shipping builds. Use with caution.</td></tr><tr><td><strong>Enable Property Inspector In Shipping</strong></td><td><code>false</code></td><td>Enables in-game access to Property Inspector in shipping builds.</td></tr></tbody></table>

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## 🎛️ Input Settings

<table><thead><tr><th width="185">Setting</th><th width="201">Default</th><th>Description</th></tr></thead><tbody><tr><td><strong>Open Logs Viewer</strong></td><td><kbd>Ctrl + Shift + L</kbd></td><td>Opens the Runtime Logs Viewer.</td></tr><tr><td><strong>Open Property Inspector</strong></td><td><kbd>Ctrl + Shift + P</kbd></td><td>Opens the Runtime Property Inspector.</td></tr><tr><td><strong>Disable ALS Shortcut Keys</strong></td><td><strong>false</strong></td><td>if true, disables the global shortcut bindings for opening the Logs Viewer and Property Inspector.</td></tr><tr><td><strong>Override Mouse &#x26; Input Mode</strong></td><td><strong>True</strong></td><td>When widgets open: shows cursor &#x26; sets <strong>Game + UI</strong>. When they close: hides cursor &#x26; returns to <strong>Game Only</strong>.<br>Turn <strong>False</strong> if your app controls cursor/input itself (e.g., non-game tools).</td></tr></tbody></table>

## 🗂️ Log Viewer

<table><thead><tr><th width="185">Setting</th><th width="121">Default</th><th>Description</th></tr></thead><tbody><tr><td><strong>Enable File Logging</strong></td><td><code>true</code></td><td>Master toggle to write logs to files.</td></tr><tr><td><strong>File Only Unique Messages (BT Task &#x26; Service)</strong></td><td><code>true</code></td><td>Avoids logging duplicate messages from AI nodes. Only changed values are recorded.</td></tr><tr><td><strong>File Only Unique Messages (Property Debugger)</strong></td><td><code>true</code></td><td>Property values are logged only when they change — not on every update tick.</td></tr><tr><td><strong>Create Session Only If Logged</strong></td><td><code>false</code></td><td>Skips creating an empty session file if no logs occurred during that run.</td></tr><tr><td><strong>Max Lists to Create</strong></td><td><code>2000</code></td><td>Internal limit on grouped messages in Logs Viewer (per context).</td></tr><tr><td><strong>Max Log Size to Parse (MB)</strong></td><td><code>5</code></td><td>Warn if loading a log larger than this.</td></tr><tr><td><strong>Archive Logs Older Than (Days)</strong></td><td><code>3</code></td><td>Automatically move logs older than X days to archive.</td></tr><tr><td><strong>Archive Logs Larger Than (MB)</strong></td><td><code>10</code></td><td>Rotate logs exceeding this file size.</td></tr></tbody></table>

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## 🧩 Property Debugger

<table><thead><tr><th width="185">Setting</th><th width="205">Default</th><th>Description</th></tr></thead><tbody><tr><td><strong>Update Interval (s)</strong></td><td><code>0.1</code></td><td>How often tracked properties refresh.</td></tr><tr><td><strong>Use Actor Label</strong></td><td><code>false</code></td><td>Displays actor labels instead of internal object names like <code>Object_C_1</code>.</td></tr><tr><td><strong>Context Color</strong></td><td><code>Gray</code></td><td>Color for the context label.</td></tr><tr><td><strong>Property Color</strong></td><td><code>Purple</code></td><td>Color for property names.</td></tr><tr><td><strong>Message Color</strong></td><td><code>Yellow</code></td><td>Color for property values.</td></tr><tr><td><strong>Property Debugger Widget</strong></td><td><code>ALS_PropertyDebugger</code></td><td>Widget used by the <code>alsproperty</code> command. Replace if using a custom UMG.</td></tr></tbody></table>

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## 🎛️ Preset Print / Log Styles

<table><thead><tr><th width="120.199951171875">Preset</th><th width="101.79998779296875">Color</th><th width="100.60009765625">Duration</th><th width="137.5999755859375">Log Level</th><th>Mode</th></tr></thead><tbody><tr><td><strong>Print Info</strong></td><td>Green</td><td>3s</td><td>Info</td><td>Screen + Log</td></tr><tr><td><strong>Print Warn</strong></td><td>Yellow</td><td>5s</td><td>Warning</td><td>Screen + Log</td></tr><tr><td><strong>Print Error</strong></td><td>Red</td><td>7s</td><td>Error</td><td>Screen + Log</td></tr><tr><td><strong>Log Info</strong></td><td>Green</td><td>0.1s</td><td>Info</td><td>Log only</td></tr><tr><td><strong>Log Warn</strong></td><td>Yellow</td><td>0.1s</td><td>Warning</td><td>Log only</td></tr><tr><td><strong>Log Error</strong></td><td>Red</td><td>0.1s</td><td>Error</td><td>Log only</td></tr><tr><td><strong>Print 3D</strong></td><td>Orange</td><td>5s</td><td>Info</td><td>Log only</td></tr></tbody></table>

You can configure **presets** that affect PrintString nodes and C++ macros:

* Color
* Duration
* Log Mode (Screen, Log, Both)
* Severity (Info, Warning, Error)

Presets help maintain a **consistent debugging language** across large teams.

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## 🧱 Node Spawn Defaults

<table><thead><tr><th width="185.00006103515625">Setting</th><th width="139.4000244140625">Default</th><th>Description</th></tr></thead><tbody><tr><td><strong>Default Exec Pin Text</strong></td><td><code>""</code></td><td>Label shown on the first exec pin.</td></tr><tr><td><strong>Default Input Pin Text</strong></td><td><code>"Hello"</code></td><td>Default value of the first input pin.</td></tr><tr><td><strong>Default Preset</strong></td><td><code>PrintInfo</code></td><td>Preset auto-applied to new nodes.</td></tr></tbody></table>

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## 🎨 Node Colors

<table><thead><tr><th width="185.20001220703125">Context</th><th>Color</th></tr></thead><tbody><tr><td><strong>Title – Info</strong></td><td>Green</td></tr><tr><td><strong>Title – Warning</strong></td><td>Yellow</td></tr><tr><td><strong>Title – Error</strong></td><td>Red</td></tr><tr><td><strong>Title – 3D</strong></td><td><code>(0.8, 0.25, 0.0)</code></td></tr><tr><td><strong>Title – Active</strong></td><td>Gray</td></tr><tr><td><strong>Body – Active</strong></td><td>Gray</td></tr><tr><td><strong>Body – Inactive</strong></td><td>White</td></tr></tbody></table>

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## 🛠️ How to Override Settings

1. Open **Editor → Project Settings → Plugins → ALS**
2. Adjust any value — changes are saved automatically
3. All values are stored in `Config/DefaultGame.ini` and apply on next session

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