Documentation Update: Expanded GLS_LOG
Usage Examples
Hey everyone!
We’ve just updated the GLS documentation with more detailed examples on how to use the GLS_LOG
macros.
This is part of our ongoing effort to improve the docs based on your feedback every month we expand the documentation with the most frequently asked questions from the community.
In this update, we’ve added:
- Step-by-step instructions on how to integrate
GLS_LOG
into your project - Practical examples of logging from
UObject
based classes - Explanation of what makes
GLS_LOG
special
The GLS_LOG
macro logs messages both to the standard Unreal log console and to the GLS in-game overlay.
Its main purpose is to capture the full context of a log call such as the class, object, and function that triggered it allowing you to filter logs with precision.
Bonus: GLS_LOG
also works in shipping builds, and if the GLS overlay is enabled, logs can still be visualized in-game making it incredibly useful for debugging production versions.
Check it out and let us know what you think! And as always, if there’s something you’d like us to document or improve - feel free to reach out.