Diagnostics and log export
Reference for Convai log categories, verbosity levels, configuration defaults, Blueprint diagnostic nodes, and log file export for the Unreal Engine plugin.
When a problem is not covered by the symptom-specific troubleshooting pages, the Output Log is the primary source of diagnostic information. This page describes which log categories the Convai Unreal Engine plugin uses, how to control verbosity, how to inspect runtime state from Blueprint, and how to export logs for support.
Convai log categories
The plugin declares the following log categories. Use these names as filter terms in the Output Log panel or in DefaultEngine.ini verbosity overrides.
LogConvai
Main runtime events: module startup, settings load, native library loading
Settings registration, DLL load results, plugin initialization errors
ConvaiConnectionManagerLog
Managed connection proxy creation and connection setup
Session proxy initialization, connection establishment failures
ConvaiChatbotComponentLog
Convai Chatbot component lifecycle, session events, response errors
Session open/close, character data load, connection error strings
ConvaiPlayerLog
Convai Player component audio forwarding, session linkage
Audio frames enqueued, Start/Stop Talking events, component references
ConvaiAudioLog
Convai Audio Capture component: device open/close, stream state, audio data
Device enumeration, stream open results, frame sizes, WAV decode errors
ConvaiAudioStreamerLog
Character response audio playback
WAV parsing and playback failures
ConvaiFaceSyncLog
Convai Face Sync component: frame arrival, starvation, mode selection
Frame buffer depth, LipSyncMode resolved, starvation blend events
ConvaiSubsystemLog
Convai subsystem session management and latency measurements
Session state transitions, latency measurements (debug builds only)
ConvaiObjectComponentLog
Convai Object Component registration and tracked property diagnostics
Object registration, property resolution, environment metadata changes
LogConvaiEditorConfig
Convai editor window configuration events
API key write/read, config file path, auth state changes
LogConvaiEditorNavigation
Convai editor window navigation events
Tab switches, page load events
LogConvaiEditorTheme
Convai editor window theme events
Style load results, theme apply events
LogConvaiEditorValidation
Convai editor window validation and API key checks
Key format validation, dashboard connectivity test results
Log verbosity levels
Unreal Engine uses five verbosity levels. Higher verbosity produces more output but slows the editor on busy log categories.
Error
Only errors that indicate a failure
Production builds
Warning
Errors and recoverable problems
Default for most categories
Log
Normal operational messages
Default for most Convai categories
Verbose
Detailed trace of code paths and state changes
Diagnosing connection, session, or audio flow issues
VeryVerbose
Full per-frame or per-packet trace
Diagnosing audio buffer or lip sync frame timing issues
Filter the Output Log in the editor
The Output Log panel (Window > Output Log) accepts category filter strings in the search field.
To show only messages from a single category, type the category name in the Search box at the top of the Output Log panel. For example, type ConvaiAudioLog to see only audio capture messages.
To show messages from multiple categories at once, use the Filters dropdown on the left side of the Output Log toolbar. Expand Log Categories and enable only the Convai categories you need.
Increase verbosity from DefaultEngine.ini
DefaultEngine.iniAdd verbosity overrides to Config/DefaultEngine.ini to enable detailed output on the next editor launch:
Remove these lines after debugging to avoid log noise in production builds.
Increase verbosity from the console
You can change log verbosity at runtime without restarting the editor. Open the in-editor console (backtick key by default) and run:
Replace ConvaiAudioLog with any category from the table above, and VeryVerbose with Warning, Log, Verbose, or VeryVerbose as needed. The change applies immediately and persists for the current session only.
Save the log to a file
Unreal Engine writes a full session log to disk automatically. The default location is:
Each new editor or game session overwrites <ProjectName>.log and moves the previous session's log to <ProjectName>-backup-<timestamp>.log in the same folder.
To find the current log file path, run the following in the editor console:
When filing a support request, attach the full .log file from Saved/Logs/. If the log is large, include at least the lines from the first LogConvai startup message through the first error.
Packaged build logs
In a packaged build, logs are written to:
On Windows, this is inside the folder where you extracted the package.
On Android, logs are written to the device's external storage and can be retrieved with:
UE4Game is a legacy directory name that Unreal Engine 5 retains on Android. To stream logs live from a running Android session, filter the Android system log:
Convai editor window — log export tool
The Convai editor window (Window > Open Convai Editor) includes a built-in log export tool that packages recent logs and diagnostic metadata into a shareable archive.
The export includes:
Recent project, engine, and crash logs, filtered by the default
24hour windowSystem and project metadata
Network diagnostic metadata, including proxy environment values and network adapter information
Performance metadata from the editor collector
A
Manifest.jsonfile andSystemInfo.jsonmetadata file
The package is written under:
For the step-by-step export workflow, use the editor-window guide.
Blueprint diagnostic nodes and events
State-reading nodes
Use these Blueprint-callable nodes on UConvaiChatbotComponent to inspect session state at runtime without reading the Output Log:
Is In Conversation
bool
Is the character actively being talked to, thinking, or talking?
Is Thinking
bool
Is the character still waiting for or processing a response?
Is Listening
bool
Is the character currently receiving player audio input?
Is Talking
bool
Is the character currently playing back a response?
Get Talking Time Elapsed
float (seconds)
How long has the current speech turn been playing?
Get Talking Time Remaining
float (seconds)
How much audio remains in the current speech turn?
The CharacterID, CharacterName, and SessionID properties on UConvaiChatbotComponent are Blueprint-readable and show the loaded character identity and conversation session state. A SessionID of -1 means no active session has been established.
Blueprint-assignable diagnostic events
UConvaiChatbotComponent exposes the following events that you can bind in Blueprint or C++ to react to session state changes at runtime:
On Failure
Convai Chatbot
Any connection or session error
Capture the failure moment; read ConvaiChatbotComponentLog immediately after for the error string
On Character Data Loaded
Convai Chatbot
Character metadata load completes and reports Success
Confirm authentication succeeded; check CharacterName is populated
On Interrupted
Convai Chatbot
Current speech turn is cut short
Useful for detecting unexpected interruptions vs intentional ones
On Interaction ID Received
Convai Chatbot
Each conversation turn begins
Log the InteractionID to correlate turns with Convai server records
To bind an event in Blueprint, select the relevant component, open the Details panel, find the Events section, and click + next to the event you want. The resulting node appears in the Event Graph and fires automatically at runtime.
Response latency logging
In debug builds, the plugin logs the round-trip latency from the moment the player stops speaking to the moment the character begins playing audio. This measurement appears in the Output Log under ConvaiSubsystemLog:
Latency logging is active only when the plugin is compiled with ConvaiDebugMode enabled. It is not available in standard Marketplace or Fab builds. If you need to measure response latency in a non-debug build, record timestamps manually in Blueprint: start the timer when the player stops speaking, then stop it when the On Started Talking event fires on the Convai Audio Streamer component.
Configuration defaults reference
The following defaults come from ConvaiUtils.cpp, ConvaiDefinitions.h, and runtime connection setup. Some values are configurable in Edit > Project Settings > Plugins > Convai; others are connection parameters resolved from plugin defaults, config, or command-line overrides.
AEC
1
Connection parameters
Acoustic echo cancellation flag sent during connection setup
NoiseSuppression
1
Connection parameters
Noise suppression flag sent during connection setup
GainControl
1
Connection parameters
Automatic gain control flag sent during connection setup
HighPassFilter
1
Connection parameters
High-pass filter flag sent during connection setup
VAD
1
Connection parameters and FConvaiVADSettings
Enables voice activity detection
VADMode
3
Connection parameters
Default VAD mode
FConvaiVADSettings.Confidence
0.7
Audio Settings | VAD
Ignored when bUseServerDefault is true
FConvaiVADSettings.StartSecs
0.2
Audio Settings | VAD
Sustained speech duration before speech starts
FConvaiVADSettings.StopSecs
2.2
Audio Settings | VAD
Silence duration before speech stops
FConvaiVADSettings.MinVolume
0.6
Audio Settings | VAD
Amplitude floor for treating input as speech
ChunkSize
10
Connection parameters
Audio chunk size sent during connection setup
OutputFPS
90
Connection parameters
Face animation output frame rate
FramesBufferDuration
0.5
Connection parameters
Lip sync frame buffer duration
LipSyncTimeOffset
0.02
Connection parameters
Timing offset applied by Convai Face Sync
ClientReadyTimeoutSecs
45.0
Connection parameters
Time allowed for the bot-ready signal
Quick reference
Output Log (ConvaiAudioLog)
Audio device open/close, stream errors, WAV decode failures
Window > Output Log, filter by category
Output Log (ConvaiChatbotComponentLog)
Session start/stop, connection errors, character load results
Window > Output Log, filter by category
Console verbosity command
Live verbosity change without restart
Backtick console: Log <Category> Verbose
DefaultEngine.ini verbosity
Persistent verbosity across sessions
[Core.Log] section in Config/DefaultEngine.ini
Log file on disk
Full session transcript for sharing
<YourProject>/Saved/Logs/<ProjectName>.log
adb logcat
Live Android device log streaming
adb logcat -s ConvaiAudioLog:V LogConvai:V
Convai editor window export
Bundled log archive and diagnostic metadata
Window > Open Convai Editor → export logs control
Blueprint state nodes
Runtime session state without log reading
Is In Conversation, Is Thinking, SessionID on chatbot component
Blueprint events (On Failure, On Character Data Loaded)
React to errors and load completion at runtime
Bind in Blueprint via Details > Events on the Chatbot component
Next steps
Installation and plugin issuesConnection and API key issuesAudio and microphone issuesLast updated
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