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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.

Category
Covers
Typical verbose output

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.

Level
What it shows
When to use

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

Add 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 24 hour window

  • System and project metadata

  • Network diagnostic metadata, including proxy environment values and network adapter information

  • Performance metadata from the editor collector

  • A Manifest.json file and SystemInfo.json metadata file

The package is written under:

For the step-by-step export workflow, use the editor-window guide.

Export diagnostic logs

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:

Blueprint node
Returns
Use for

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:

Event
Component
When it fires
Diagnostic use

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.

Setting
Default
Where to change
Notes

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

Tool
What it shows
How to access

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 issues

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