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

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.