*Note: I created the most of the tutorials using the Roboblitz and Gears of War editors. Based on the engine, and the version, some properties specified may be in slightly different locations than what is displayed in the screenshots.

If you need to learn how to create a basic map I would reccomend:
For UT99, UT2K3 & UT2K4: the Unreal Wiki.
For UT3: Waylon's Tutorials.



Log





A Log can record/measure a string, float, bool, object, or int and then output a result to the screen.

• bIncludeObjComment: I'm not sure what this does.

• bOutputObjCommentToScreen: If an ObjComment is entered, this will cause the log to display the ObjComment on screen when the signal hits the log.

• bOutputToScreen: This will cause the log to output 'Kismet:' in front of anything outputted to screen.

* Note: Logs are incredibly useful when debugging Kismet. For example, if a trigger is set up and you can't determine if it's finiring properly, simply hook up a log to it: Add an ObjComment, and check bOutputObjCommentToScreen. If the triggers fires properly, the log will display the ObjComment on the screen. If it doesn't fire, no log. Simple.


If Object Comments & Logs don't work: If you follow the instructions and no messages appear onscreen, your engine may be set to disable these 'debug' messages in game. To fix this, you may need to try several things.
*Note: The following involves changing .ini files for the games. This can cause things to go horribly awry in some cases, so back up the files first.
1) Find your 'DefaultEngine.ini' file. This file will be located in different places for different Engines/Games. Open it and do a search for 'Kismet'. One of the first results will be 'bOnScreenKismetWarnings=FALSE'. You'll need to change this to 'bOnScreenKismetWarnings=TRUE', save the .ini, and see if it works.
2) If this does not work, after the 'bOnScreenKismetWarnings=FALSE' line, add this line: 'bEnableKismetLogging=TRUE'.
3) This may work, but is generally not reccomended since it may very well be a 'cooked' file depending on the game. Look for the game-specific xxxengine.ini where xxx is the game and enable the same two settings there.
4) If it still does not work, you'll need to rely only on logs while in PIE (Play In Editor) mode - not the game itself. Add logs to the system per the instructions below. However, you'll only be able to view them in the generic browser's 'Log' tab, and only if you set the 'bIncludeObjComment' boolean to true. The text will appear in the generic browser's log, but not on the screen.
5) If even this does not work, then there's one route left. Instead of using a log, grab an emitter and place it where you can see it. Use a Toggle action to turn it on when you would want the log to go off. Thus, if the emitter goes off, you'll know that portion is working. Remember to turn off the 'AutoActivate' property in the emitter.