Advanced Runtime Logging UE5 plugin — Solution for Real-Time Logs in Editor or Shipping Builds

Thank you for the kind feedback! We’ve put a lot of effort into optimizing performance, especially for multiplayer projects with large volumes of logs.

  1. Optimization using UListView: We made a deliberate choice to display each log as a single element. This ensures that only the logs that fit on the screen are shown at any given time, with the rest loading as you scroll. This prevents overwhelming the interface with too many logs at once, which is crucial when handling large datasets.
  2. Log processing and filtering: These processes have been optimized to minimize CPU usage. The system handles complex filtering and log management efficiently, maintaining performance even with a high number of logs.
  3. Log retrieval limit per frame: We’ve set a limit of 1000 logs per frame to prevent freezing. This ensures that the overlay remains responsive and clickable, even during periods of high log volume.
  4. Memory optimization: We’ve also focused on minimizing memory usage, which is especially important in multiplayer environments with large amounts of data.

So, performance holds up well even with massive log volumes in multiplayer projects. We’ve worked hard to ensure GLS runs smoothly and efficiently in all scenarios. Thanks again for your feedback!

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