RealDocs

AActor::DebugShowOneComponentHierarchy

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public

Description

Prints the hierarchy of a single scene component and its children to the log. Called recursively by DebugShowComponentHierarchy to build the full tree output.

Caveats & Gotchas

  • NestLevel is passed by reference and mutated during recursion; if you call this directly, pass a local int32 initialised to 0 to avoid misaligned indentation.
  • Prefer DebugShowComponentHierarchy for printing the full actor hierarchy — this function is the recursive worker and is not meant to be the entry point.

Signature

ENGINE_API void DebugShowOneComponentHierarchy( USceneComponent* SceneComp, int32& NestLevel, bool bShowPosition );

Parameters

Name Type Description Default
SceneComp USceneComponent* The component whose subtree is printed.
NestLevel int32& Current indentation depth; incremented by each recursive call.
bShowPosition bool If true, prints world-space position alongside each component.

Return Type

void

Example

Print a subtree starting from a specific component C++
int32 NestLevel = 0;
MyActor->DebugShowOneComponentHierarchy(MyActor->GetRootComponent(), NestLevel, true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.