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A highly-opinionated, header-only logging library for Unreal Engine 5.

License: Do What The F*ck You Want To Public License

C++ 100.00%
logging unreal-engine-5 cpp20 unreal-engine

llog's Introduction

LLog

An opinionated, header-only debugging helper and logging library for Unreal. This library is intended to be owned instead of being treated as third-party code. There are no releases or versions. Don't even fork or clone this repository. Download the .h, copy it into your project, rename things, make it yours!

Feature tour

  • Less than 250 lines of self-documenting code, including the license.
  • Three hardcoded debug levels: debug, warning, error.
  • Per-file runtime control of debug levels with CVars.
  • Logging macros using the well-documented, standard std::format syntax.
  • if macros to keep your debug draws in sync with the logs.
  • Everything gets written to UE_LOG and AddOnScreenDebugMessage.
  • Support for Unreal types: you can log FStrings without the operator* hack, FVector is supported directly, UObjects are logged as their class and name, etc.
  • Supports Unreal and STL-style containers and tuples, with arbitrary nesting.
  • Adding your own handlers is as simple as continuing an else if constexpr chain.
  • Compile-time format string checking, courtesy of std::format itself.
  • Bad runtime performance. Still better than BP and it gets compiled to nothing in Shipping anyway.
  • Incompatible with unity builds.

llog's People

Contributors

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