Game Logs System (GLS) is a powerful and versatile plugin for Unreal Engine, designed to help developers and testers collect and analyze logs both in the editor and during gameplay. The plugin works across all platforms and is suitable for small indie projects as well as large AAA games.
Key Features:
- Collect logs in Editor and Gameplay: Collect and analyze logs both in the editor and during gameplay.
- Cross-Platform Support: Compatible with Windows, Linux, Consoles, Android. (Mac and iOS support is in progress)
- Log Viewing in Shipping Builds: See detailed logs in final game builds (Using GLS_LOG instead UE_LOG).
- High Performance: Optimized for handling large volumes of logs.
- Versatile Platform: Works on PCs, Consoles and mobile platforms, with gamepad and touchscreen support.
- Advanced Filtering: Filter logs by classes, objects, categories, custom tags, and verbosity levels.
- GLS_LOG: Use GLS_LOG macros for advanced filtering by classes, objects, and custom tags instead of the default UE_LOG. GLS automatically intercepts all UE_LOG messages, even if GLS_LOG isn’t used.
- Overlay Interface: View and analyze logs in-game through a convenient overlay, with separate tabs for each task.
- Persistent Settings: Each log tab retains its state between sessions, so no need to reconfigure after each restart.
- Session and Role-Based Filtering: Filter logs by session type (PIE, Standalone) and roles (Standalone, Client, Listen Server).
- Highly Customizable: Configure display of time, frames, categories, and verbosity for each log, create favorite categories, and hide unnecessary ones.
Standard Features:
- Configurable Tabs: Set up separate tabs for different log types.
- Fast Search: High-speed search even with large data sets.
- Category Sorting: Sort logs by time, alphabetically, or by custom parameters.
- PrintString Support: Easily display game messages directly in GLS and output log through functions like PrinStringToGLS in Blueprints with own custom category.
- Log Exporting: Save logs to files or copy them to clipboard for further analysis.
Limitations:
- Log Limit: Restricted by the number of objects in the project (UObject limits).
- Adjustable Log Processing: The plugin can process up to 1000 logs per frame (configurable in settings).
- High performance: Performance depends on the device's power and the amount of logs being processed and received from the game.
GLS is perfect for anyone looking to effectively manage logs in their project, whether for indie development or large AAA production. Its ease of use, powerful filtering, and high performance make it an indispensable tool for debugging and analysis at any stage of development.
We guarantee prompt user support, frequent updates, and bug fixes for all devices and platforms in the shortest possible time.