UE_LOG supports log category, verbosity and formatting the text within the macro.
- You have to set log category and verbosity and both are added always to the output.
- You have to declare and define log category.
GLog->Log supports concatenating, pure output, no need to set log category or verbosity.
GLog->FormatLogLine supports log category, verbosity, however creates a “deprecated C4996” compiler warning.
GLog is in CoreGlobals.h
CORE_API FOutputDeviceRedirector* GetGlobalLogSingleton(); #define GLog GetGlobalLogSingleton()
UE_LOG is in LogMacros.h
#define UE_LOG(CategoryName, Verbosity, Format, ...) \
Which one is the preferred/more future proof logging method within Unreal Engine?