diff --git a/docs/platforms/unreal/logs/index.mdx b/docs/platforms/unreal/logs/index.mdx
new file mode 100644
index 00000000000000..be34c3cb676300
--- /dev/null
+++ b/docs/platforms/unreal/logs/index.mdx
@@ -0,0 +1,36 @@
+---
+title: Set Up Logs
+sidebar_title: Logs
+description: "Structured logs allow you to send, view and query logs sent from your applications within Sentry."
+sidebar_order: 5600
+---
+
+With Sentry Structured Logs, you can send text-based log information from your Unreal Engine applications to Sentry. Once in Sentry, these logs can be viewed alongside relevant errors, searched by text-string, or searched using their individual attributes.
+
+## Requirements
+
+
+
+## Setup
+
+
+
+## Usage
+
+
+
+## Options
+
+
+
+## Default Attributes
+
+
+
+## Performance Considerations
+
+- Logs are sent asynchronously to avoid impacting game performance
+- Consider disabling Debug level logs in production to avoid excessive log volume
+- Each severity level can be individually controlled to fine-tune what gets sent to Sentry
+- Use categories to organize logs and make them easier to search and filter
+- Before-log handlers are executed synchronously, so keep processing lightweight
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diff --git a/docs/product/explore/logs/getting-started/index.mdx b/docs/product/explore/logs/getting-started/index.mdx
index a7517242a69215..a6943d786f4723 100644
--- a/docs/product/explore/logs/getting-started/index.mdx
+++ b/docs/product/explore/logs/getting-started/index.mdx
@@ -290,6 +290,14 @@ To set up Sentry Logs, use the links below for supported SDKs. After it's been s
url="/platforms/native/logs"
/>
+### Gaming
+
+-
+
## Upcoming SDKs
We're actively working on adding Log functionality to additional SDKs. Check out these GitHub issues for the latest updates:
@@ -304,11 +312,6 @@ We're actively working on adding Log functionality to additional SDKs. Check out
label="Unity"
url="https://github.com/getsentry/sentry-unity/issues/2172"
/>
--
If you don't see your platform listed above, please reach out to us on [GitHub](https://github.com/getsentry/sentry/discussions/86804) or [Discord](https://discord.gg/sentry), we'll get it prioritized!
diff --git a/platform-includes/logs/default-attributes/unreal.mdx b/platform-includes/logs/default-attributes/unreal.mdx
new file mode 100644
index 00000000000000..e88c3e89506f48
--- /dev/null
+++ b/platform-includes/logs/default-attributes/unreal.mdx
@@ -0,0 +1,5 @@
+The Unreal Engine SDK automatically sets several default attributes on all log entries to provide context and improve debugging:
+
+
+
+
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diff --git a/platform-includes/logs/options/unreal.mdx b/platform-includes/logs/options/unreal.mdx
new file mode 100644
index 00000000000000..a2f12044287f9b
--- /dev/null
+++ b/platform-includes/logs/options/unreal.mdx
@@ -0,0 +1,15 @@
+## Configuration Options
+
+The following configuration options are available for Sentry Logs in Unreal Engine:
+
+| Option | Description | Default |
+|--------|-------------|------------|
+| **Enable Structured Logging** | Master toggle for the structured logging feature | `false` |
+| **Enable Debug Logs** | Forward Debug level UE_LOG calls to Sentry | `false` |
+| **Enable Info Logs** | Forward Info level UE_LOG calls to Sentry | `false` |
+| **Enable Warning Logs** | Forward Warning level UE_LOG calls to Sentry | `true` |
+| **Enable Error Logs** | Forward Error level UE_LOG calls to Sentry | `true` |
+| **Enable Fatal Logs** | Forward Fatal level UE_LOG calls to Sentry | `true` |
+| **Send Logs As Breadcrumbs** | Send UE_LOG calls BOTH as Logs and as Breadcrumbs, instead of just Logs | `false` |
+| **Log Category Filter** | Array of log categories to include (empty = all categories) | Empty |
+| **Before Log Callback** | Handler to modify or filter log events before sending | None |
diff --git a/platform-includes/logs/requirements/unreal.mdx b/platform-includes/logs/requirements/unreal.mdx
new file mode 100644
index 00000000000000..8bc6286300ca10
--- /dev/null
+++ b/platform-includes/logs/requirements/unreal.mdx
@@ -0,0 +1 @@
+Logs for Unreal Engine are supported in Sentry Unreal Engine SDK version `1.2.0` and above.
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diff --git a/platform-includes/logs/setup/unreal.mdx b/platform-includes/logs/setup/unreal.mdx
new file mode 100644
index 00000000000000..2251f55b948ce8
--- /dev/null
+++ b/platform-includes/logs/setup/unreal.mdx
@@ -0,0 +1,145 @@
+To enable logging in your Unreal Engine project, you need to configure the Sentry SDK with structured logging enabled.
+
+### Project Settings Configuration
+
+1. Open your project settings: **Project Settings > Plugins > Sentry**
+2. Check the **Enable Structured Logging** option
+
+### Programmatic Configuration
+
+Alternatively, you can enable logging programmatically when initializing the SDK:
+
+```cpp
+#include "SentrySubsystem.h"
+
+void ConfigureSentryWithLogs()
+{
+ USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem();
+
+ // Create settings with logging enabled
+ SentrySubsystem->InitializeWithSettings(FConfigureSettingsNativeDelegate::CreateLambda([=](USentrySettings* Settings)
+ {
+ Settings->EnableStructuredLogging = true;
+ }));
+}
+```
+
+### Advanced Configuration Options
+
+#### Automatic Unreal Engine Log Forwarding
+
+You can configure the SDK to automatically forward Unreal Engine's native `UE_LOG` calls to Sentry based on the enabled severity levels:
+
+```cpp
+USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem();
+
+// Configure automatic log forwarding programmatically
+SentrySubsystem->InitializeWithSettings(FConfigureSettingsNativeDelegate::CreateLambda([=](USentrySettings* Settings)
+{
+ Settings->EnableStructuredLogging = true;
+
+ // Enable specific severity levels for UE_LOG forwarding
+ Settings->EnableDebugLogs = false;
+ Settings->EnableInfoLogs = true;
+ Settings->EnableWarningLogs = true;
+ Settings->EnableErrorLogs = true;
+ Settings->EnableFatalLogs = true;
+
+ Settings->bSendBreadcrumbsWithStructuredLogging = false; // Send as structured logs instead of breadcrumbs
+}));
+```
+
+#### Log Category Filtering
+
+You can filter which log categories are sent to Sentry:
+
+```cpp
+// Configure category filtering
+USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem();
+
+// Create settings with logging enabled
+SentrySubsystem->InitializeWithSettings(FConfigureSettingsNativeDelegate::CreateLambda([=](USentrySettings* Settings)
+{
+ Settings->EnableStructuredLogging = true;
+
+ // Only forward logs from specific categories
+ TArray AllowedCategories;
+ AllowedCategories.Add(TEXT("LogGameFlow"));
+ AllowedCategories.Add(TEXT("LogPlayerSystem"));
+ AllowedCategories.Add(TEXT("LogSentrySdk"));
+ Settings->LogCategoryFilter = AllowedCategories;
+
+}));
+```
+
+#### Before-Log Handler
+
+To filter logs, or update them before they are sent to Sentry, you can create a custom before-log handler class.
+
+
+ Logging additional messages in the BeforeLog handler can cause recursive call of the handler, resulting in a stack overflow!
+
+
+```cpp
+UCLASS()
+class UCustomLogFilter : public USentryBeforeLogHandler
+{
+ GENERATED_BODY()
+public:
+ virtual USentryLogEvent* HandleBeforeLog_Implementation(USentryLogEvent* LogEvent) override
+ {
+ // Filter out all debug logs
+ if (LogEvent->GetLevel() == ESentryLevel::Debug)
+ {
+ return nullptr; // Return null to prevent sending
+ }
+
+ // Filter out logs based on message content
+ if (LogEvent->GetBody().Contains(TEXT("Sensitive")))
+ {
+ return nullptr; // Filter out sensitive logs
+ }
+
+ // Filter based on specific categories
+ if (LogEvent->GetBody().Contains(TEXT("Password")) ||
+ LogEvent->GetBody().Contains(TEXT("Token")))
+ {
+ return nullptr; // Filter out authentication-related logs
+ }
+
+ return LogEvent; // Return modified event
+ }
+};
+
+// Configure settings using delegate
+FConfigureSettingsDelegate SettingsDelegate;
+SettingsDelegate.BindDynamic(this, &USomeClass::HandleSettingsDelegate);
+
+void USomeClass::HandleSettingsDelegate(USentrySettings* Settings)
+{
+ // Enable structured logging
+ Settings->EnableStructuredLogging = true;
+
+ // Configure individual severity levels
+ Settings->EnableDebugLogs = false;
+ Settings->EnableInfoLogs = true;
+ Settings->EnableWarningLogs = true;
+ Settings->EnableErrorLogs = true;
+ Settings->EnableFatalLogs = true;
+
+ // Set custom before-log handler
+ Settings->BeforeLogCallback = UCustomLogFilter::StaticClass();
+}
+
+// Initialize with settings delegate
+USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem();
+SentrySubsystem->InitializeWithSettings(SettingsDelegate);
+```
+
+The `HandleBeforeLog_Implementation` method receives a `USentryLog` object, and should return the log event if you want it to be sent to Sentry, or `nullptr` if you want to discard it.
+
+The `USentryLog` object has the following methods:
+- `GetLevel()`: Returns the severity level of the log (`ESentryLevel`)
+- `GetBody()`: Returns the formatted log message (`FString`)
+- `SetLevel(ESentryLevel Level)`: Sets the Level of the Log Event
+- `SetBody(FString& Body)`: Sets the Body of the Log Event
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diff --git a/platform-includes/logs/usage/unreal.mdx b/platform-includes/logs/usage/unreal.mdx
new file mode 100644
index 00000000000000..f31b9fec907ac6
--- /dev/null
+++ b/platform-includes/logs/usage/unreal.mdx
@@ -0,0 +1,66 @@
+Once logging is enabled, you can send log messages to Sentry using the `AddLog` method.
+
+## Basic Logging
+
+```cpp
+#include "SentrySubsystem.h"
+
+void SendLogs()
+{
+ USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem();
+
+ // Send a simple log message
+ SentrySubsystem->AddLog(TEXT("User completed tutorial"), ESentryLevel::Info);
+
+ // Send a log message with category
+ SentrySubsystem->AddLog(TEXT("Failed to load texture asset"), ESentryLevel::Warning, TEXT("AssetLoading"));
+
+ // Send an error log
+ SentrySubsystem->AddLog(TEXT("Database connection failed"), ESentryLevel::Error, TEXT("Database"));
+}
+```
+
+## Log Levels
+
+Sentry Logs supports the following log levels:
+
+| Unreal ESentryLevel | Sentry Logs UI Severity |
+| --- | --- |
+| Debug | DEBUG |
+| Info | INFO |
+| Warning | WARN |
+| Error | ERROR |
+| Fatal | FATAL |
+
+```cpp
+// Examples of different log levels
+SentrySubsystem->AddLog(TEXT("Player position updated"), ESentryLevel::Debug, TEXT("Player"));
+SentrySubsystem->AddLog(TEXT("Level loaded successfully"), ESentryLevel::Info, TEXT("GameFlow"));
+SentrySubsystem->AddLog(TEXT("Low memory warning"), ESentryLevel::Warning, TEXT("Performance"));
+SentrySubsystem->AddLog(TEXT("Failed to save game data"), ESentryLevel::Error, TEXT("SaveSystem"));
+SentrySubsystem->AddLog(TEXT("Critical system failure"), ESentryLevel::Fatal, TEXT("System"));
+```
+
+## Automatic UE_LOG Integration
+
+When structured logging is enabled with the appropriate severity levels, the SDK can automatically capture Unreal Engine's native `UE_LOG` calls:
+
+```cpp
+// Standard Unreal Engine logging - automatically captured when severity levels are enabled
+UE_LOG(LogGameFlow, Warning, TEXT("Player health is critically low: %d"), PlayerHealth);
+UE_LOG(LogAssets, Error, TEXT("Failed to load texture: %s"), *TexturePath);
+UE_LOG(LogTemp, Log, TEXT("Debug information")); // Only sent if EnableInfoLogs = true
+```
+
+You can configure whether these logs are sent as:
+- **Structured Logs**: Full log entries with searchable attributes
+- **Breadcrumbs**: Contextual information attached to errors (useful for debugging)
+
+## Blueprint Support
+
+You can also use Sentry Logs from Blueprints by calling the **Add Log** function:
+
+1. Add a **Add Log** node to your Blueprint
+2. Set the **Body** parameter to your log message
+3. Choose the appropriate **Level** from the dropdown
+4. Optionally set a **Category** for better organization
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