Have you ever spent hours digging through endless logs just to find one relevant message? You launch your game, check the Output Log - and it’s flooded with messages, 90% of which you don’t need!
Here are the 3 most common ways developers filter logs in UE5 (and why they don’t fully work):
Filtering through the Output Log (but how do you check logs when running on a device?)
Using Blueprint PrintString (a workaround that lacks flexibility)
Logging via Console Commands (not real-time and requires extra effort)
Now imagine if you could:
Instantly filter logs by class - perfect for debugging AI, UI, or gameplay systems
Narrow logs down to specific objects, even in complex setups
Analyze everything in real-time, without pausing or restarting
Game Logs System (GLS) plugin makes this possible!
Just select a class or object and see only the logs you need—right in the game!
Want to see it in action? Drop a comment if you’d like a demo!
How do you currently handle log filtering in your projects? Let’s discuss!