Advanced Logging System - Plugin

Advanced Logging System

Hello Unreal Engine Community. I am excited to finally launch this plugin. If you have any queries related to this plugin, please ask them here.

The Advanced Logging System is a complete debugging ecosystem for Unreal Engine designed to make logging easier, faster and more powerful for both Blueprint and C++ workflows.

Documentation

Github Source

View on Fab Marketplace


Core Features

ENHANCED PRINT STRING NODE

  • Connect any data type without conversion hassle
  • Add Pins to build string like Append node
  • Configurable preset dropdown to change (color, severity, outputmode, duration) instantly
  • Turn on/off debugging without removing the node
  • Draw Debug easily with 3D toggle
  • Select mutliple nodes and manage them in detail panel

C++ DEBUG MACROS

  • Pass variadic arguments of any type.
  • Simply add “ALS” module in you project dependency and Include ALS_Macro.h to access Debug Macros
  • Example:- UE_LOG(LogTemp, Warning, TEXT(%s), *GetActorLocation()->ToString()) to LogWarn(GetActorLocation())
  • Configurable preset for each macro linked to the plugin settings
  • Add more/custom macros easily in ALS_Macro.h file

PROPERTY INSPECTOR

  • Monitor in-game actor properties or variables.
  • Open Inspector Widget by Shortcut [Ctrl + Shitf + P] or by OpenPropertyInspector() or by ‘alsproperty’
  • Search by object or by variable, subscribe the properties you want to debug, minimise and play the game.
  • Shortcut keys are modifiable in plugin settings.
  • Depending on your target platform, modify the widget size and interaction accordingly.
  • This is an experimental feature, Currently Tested on Windows and Android.

LOGS VIEWER

  • File Log and filter by Play Instances, Previous Play Sessions, Actor Contexts, Severity, or by Search.
  • Open Logs Widget by Shortcut [Ctrl + Shitf + L] or by OpenPropertyLogs() or by ‘alslogs’
  • Easy to differentiate logs of different worlds, instances and process id easily for multiplayer debugging.
  • Shortcut keys are modifiable in plugin settings.
  • Depending on your target platform, modify the widget size and interaction accordingly.
  • This is an experimental feature, Currently Tested on Windows and Android.
  • Note: Only logs from ALS Print String, ALS C++ Macros, ALS Property Inspector, and ALS Blackboard Logging are captured and displayed.

BLACKBOARD LOGGING

  • Log any Blackboard keys easily by service or task nodes.
  • Print Task Node logs messages when the task is fired.
  • Print Service Node logs messages based on the interval and logs only when the value changes to avoid spam.
  • Both nodes have configs to change (color, severity, outputmode, duration)
  • Easy to debug behavior tree blackboard key values

BATCH PRINT MANAGER

  • Batch modify all Print String nodes per blueprint across your project
  • Easily delete print strings per blueprint with preserving execution pins
  • Easily replace regular print strings with ALS print strings per blueprint
  • Easily toggle ALS print strings per blueprint to avoid clusting logs

PLUGIN SETTINGS

  • Visit Documentation for updated plugin settings and its use cases.

1 Like

Big thank you for this. Wishing you much success in your future projects!

1 Like

First of all, thanks for the amazing plugin! I really appreciate the work you’ve put into this.

However, I encountered a crash when running the editor in Standalone Mode. The crash occurs in the ALS Editor module during startup.

Error / Crash Log:
UnrealEditor_ALS_Editor!FALSEditorModule::StartupModule()
[D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\AdvancedLoggingSystem\Source\ALS_Editor\Private\ALSE.cpp:61]

Thanks for reporting this.

The crash was likely caused by editor modules such as commands/tools being initialization during Standalone mode. A minimal fix would be explicitly gating the editor module’s startup logic so it does not execute in Standalone Mode. This fix will be included in the next update.

Happy New Year !