# Knowledge Base: Enabling Logging in Shipping Builds

**URL:** <https://forums.unrealengine.com/t/knowledge-base-enabling-logging-in-shipping-builds/770035>\
**Category:** Platform & Builds\
**Tags:** unreal-engine\
**Created:** [February 13, 2023, 7:30pm UTC](https://forums.unrealengine.com/t/knowledge-base-enabling-logging-in-shipping-builds/770035 "2023-02-13T19:30:53Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![Joe\_Radak](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/joe_radak/32/1197589_2.png) [@Joe\_Radak](https://forums.unrealengine.com/u/Joe_Radak)\
**Post date:** [February 13, 2023, 7:30pm UTC](https://forums.unrealengine.com/t/knowledge-base-enabling-logging-in-shipping-builds/770035/1 "2023-02-13T19:30:54Z")

</div>

This article was written by Zhi Kang Shao  
When packaging an Unreal Engine project using the Shipping configuration, by default all logging is disabled so the application will not produce .log files to the Saved/ folder.…  
  
[https://dev.epicgames.com/community/learning/knowledge-base/vzvZ/unreal-engine-enabling-logging-in-shipping-builds](https://dev.epicgames.com/community/learning/knowledge-base/vzvZ/unreal-engine-enabling-logging-in-shipping-builds)

---

<div class="post-metadata">

**Author:** ![Origins](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Origins](https://forums.unrealengine.com/u/Origins)\
**Post date:** [February 17, 2024, 6:44pm UTC](https://forums.unrealengine.com/t/knowledge-base-enabling-logging-in-shipping-builds/770035/2 "2024-02-17T18:44:12Z")

</div>

I would like to know. Will it work for mobile platforms ?

---

<div class="post-metadata">

**Author:** ![Reahreic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/reahreic/32/911691_2.png) [@Reahreic](https://forums.unrealengine.com/u/Reahreic)\
**Post date:** [April 23, 2024, 1:13pm UTC](https://forums.unrealengine.com/t/knowledge-base-enabling-logging-in-shipping-builds/770035/3 "2024-04-23T13:13:18Z")

</div>

Why the hell does one need to recompile the engine just to get logging information in the shipping build???

I know the standard UE editor log is overly verbose, but it’d still be useful to be able to flag certain warnings and errors for logging in the event a deployed build has issues that need replication

---

<div class="post-metadata">

**Author:** ![A.RADIX](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@A.RADIX](https://forums.unrealengine.com/u/A.RADIX)\
**Post date:** [April 30, 2024, 8:17am UTC](https://forums.unrealengine.com/t/knowledge-base-enabling-logging-in-shipping-builds/770035/4 "2024-04-30T08:17:20Z")

</div>

Thank for this tutorial ! I post what I found here about modifiyng log destination folder :

> [@Enable logging in shipping build using Installed Builds?](https://forums.unrealengine.com/t/enable-logging-in-shipping-build-using-installed-builds/1805603/5):
>
> Also, we can modify the log file name and destination if you start your app with a command line : C:\Deployment\Package\Windows\Binaries\Win64\MyProject-Win64-Shipping.exe ABSLOG="C:\MyCustomLogFolderPath\MyCustomLogFile.log" If you run your app with this param, your log is where you need it to be. This function in code source allow us to do it :

---

<div class="post-metadata">

**Author:** ![FergiusTerro](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fergiusterro/32/1020723_2.png) [@FergiusTerro](https://forums.unrealengine.com/u/FergiusTerro)\
**Post date:** [October 26, 2024, 3:06pm UTC](https://forums.unrealengine.com/t/knowledge-base-enabling-logging-in-shipping-builds/770035/5 "2024-10-26T15:06:00Z")

</div>

We’re excited to announce the release of [Game Logs System (GLS)](https://forums.unrealengine.com/t/game-logs-system-gls-efficient-log-management-in-real-time/2083983), a plugin that brings log viewing directly into your game with a specialized overlay. GLS lets you instantly access detailed logs with flexible filtering options by class, object, tag, and more — even **in shipping builds**. It works across platforms and supports gamepad and touchscreen input, making it ideal for consoles and mobile devices.

For a streamlined debugging experience, check out GLS on [[Unreal Fab]](https://www.fab.com/listings/c558f5b4-0b5f-4342-acb4-c17461e541e8).
