Fergius Engineering - Advanced Game Logging (GLS) - Feedback Page

Advanced Game Logging (GLS) - Feedback Page

The Game Logs System (GLS) is a must-have Unreal Engine 5 plugin for real-time log management in shipping builds, specifically tailored for desktop, mobile and console platforms.

GLS streamlines debugging and testing with an intuitive interface for filtering, searching, and visualizing logs, even under the strict constraints of release environments.

Its unique features include the ability to filter logs by classes, objects, network roles, PIE instance numbers, and custom tags, giving developers unmatched flexibility in log management.

Designed for developers and QA teams, GLS ensures seamless control over logs, enhancing efficiency and reliability across any project.

Key Features of GLS Plugin

:green_circle: Real-time log viewing, even in shipping builds
:desktop_computer: In-game overlay for seamless log monitoring during gameplay
:bullseye: Advanced filtering by verbosity, category, class, object, and custom tags
:file_folder: Named Tabs – organize logs by systems or tasks, saved between sessions
↔️ Resizable filter panel – adjust UI layout to fit your workflow
:sparkles: Animated indicators show when logs appear/disappear in each category
:shuffle_tracks_button: OR / AND filtering logic – switch between broad or strict matching
:see_no_evil_monkey: Hide logs with one click using the eye icon, with persistent settings
:pushpin: Sort categories by activity – most relevant logs always on top
:broom: Clear logs without losing filters – dimmed categories remain visible
:globe_with_meridians: Multiplayer-ready – filter by PIE instance, controller ID, and network role
:mobile_phone: Works on all platforms, including mobile and consoles
:floppy_disk: Save, reload, and export logs with full metadata and timestamps
:counterclockwise_arrows_button: Persistent sessions – filters, tabs, panel sizes and UI state auto-restored
:high_voltage: Handles up to 1 million logs with excellent performance
:hammer_and_wrench: Customizable via Project Settings – tune log capture and display
:man_technologist: Built for developers & QA teams – streamline your debugging process

Actively used in the development of our own AAA project, guaranteeing quality and fast support.

Useful links

To ask a question or report a bug

4 Likes

I purchased the plugin about three months ago for use in both a mobile and VR project. Big thanks for the support on Discord and for the quick fixes to the issues we reported.

One of our main hopes was that the plugin would allow us to view logs directly in a shipping build on real devices and it absolutely delivers on that. Thank you for your work; I know it’s not easy to build something like this.

One area we’re still looking forward to improvements in is VR support. When opening the panel directly in-game, the widget doesn’t render properly in VR, so we’ve had to place it in the 3D world as a 3D widget instead. Other than that everything works great.

4 Likes

Bought the plugin right at launch about six months ago. Gotta say - it was pretty rough at first. Lots of bugs and crashes. Our team reached out to Fergius directly, and to his credit, he fixed everything super fast like, within a day. Massive thanks for that level of support!

Now it works great. We’re using it on PS5 and Xbox, and it’s super handy to test the game right in the living room and see logs on the TV when stuff breaks.

Huge shoutout for the shipping build logs feature that’s a game changer. Without it, we’d have to build special test versions every time, which is a pain.

Also, the UI? Clean and consistent same in editor and in-game, which honestly blew our minds. No idea how you pulled that off, but it’s awesome.

3 Likes

Huge thanks to Fergius for this plugin. It’s exactly what I’d been looking for. Viewing logs directly in builds is insanely useful. Can’t believe Epic didn’t build this into the engine!

Fergius personally helped our team set up logging in shipping builds fast replies on Discord and email, really appreciated.

Pro tip: you can enable logs in shipping, but when making the final build, just add -gls_disable to the build args GLS will be fully disabled. Super useful tip from Fergius that made testing and shipping way easier.

And the update notifications? Brilliant. First plugin I’ve seen with that. So helpful.

3 Likes

Thanks for the plugin! I’m using it on macOS and iOS had to build it manually and tweak a few things to fit our setup, but overall it works great. Support has been really fast and helpful.

One thing I’m really missing, though, is the ability to name each log tab individually. Would love to see that feature added. Really looking forward to it!

1 Like

Seconding this, works great as a VR logger where you really need to keep the HMD on whilst testing.

I did the same and added it to a 3D widget. Amazing value for money, I’d rolled my own simple limited version before using this but this is night and day better.

2 Likes

The latest update is awesome! Finally, the annoying bugs with tab creation and deletion are fixed. That issue was driving me crazy for a while. Huge thanks to Fergius for taking care of it, and he even added custom tab names! I actually asked him for that, so cool to see it in the plugin now.

One thing that still bugs me a little is when you have a ton of logs and open a new tab, it can take some time to load everything. During that loading period, the FPS drops a bit because the logs are still being created in the tab. Once they’re fully loaded, everything goes back to normal. It’s not a big deal, but it would be awesome if it could be faster all the time.

We use GLS with the team every day, and it’s super helpful. I also love that the plugin shows update notifications right inside the GLS overlay. How did you even do that? It’s such a convenient feature and makes it really easy to stay up to date.

Thanks for building such a great plugin and keep up the amazing work!

1 Like

Thanks for this amazing plugin!
I had one issue with it that I hope it gets fixed soon. right now the Print String to GLS does not work if it’s fired from a UOBJECT subclass. I tested it in Blueprints, might be the case for CPP too.

1 Like

This plugin is really awesome! Thank you!

1 Like

This plugin is the most essential for any project on UE. Having a full log inside the game is just great! Filtering messages by specific entities in the game is really indispensable. This is exactly how I would like to see a default log in UE. Thanks to the developer of this plugin!

1 Like