AActor::DebugShowComponentHierarchy
#include "GameFramework/Actor.h"
Access: public
Description
Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position. Useful for diagnosing attachment or transform issues.
Caveats & Gotchas
- • Output goes to the log via UE_LOG — it is not drawn on screen; you need to check the Output Log or console output.
- • This iterates the SceneComponent tree, so only scene components (those with a transform) appear; pure UActorComponents with no scene representation are omitted.
Signature
ENGINE_API void DebugShowComponentHierarchy( const TCHAR* Info, bool bShowPosition = true); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Info | const TCHAR* | Optional label string printed at the top of the hierarchy dump. | — |
| bShowPosition | bool | If true, prints world-space position for each component. | true |
Return Type
void Example
Dump hierarchy at runtime from console command C++
// Add a console command to an actor for quick debugging
if (APlayerController* PC = GetWorld()->GetFirstPlayerController())
{
if (APawn* Pawn = PC->GetPawn())
{
Pawn->DebugShowComponentHierarchy(TEXT("PlayerPawn"), true);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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