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AActor::DisplayDebug

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

Description

Called by the HUD to draw debug information for this actor on-screen when the `showdebug` console command is active. Override to display custom actor variables.

Caveats & Gotchas

  • Always call `Super::DisplayDebug()` first so base class info (physics, collision) is still drawn. Failing to do so means the standard debug output is silently suppressed.
  • This function is only called when this actor is the current ViewTarget and a matching debug category is active. It is not called in Shipping builds — guard any heavy logic with `#if !UE_BUILD_SHIPPING`.

Signature

ENGINE_API virtual void DisplayDebug(class UCanvas* Canvas, const class FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)

Parameters

Name Type Description Default
Canvas class UCanvas* Canvas to draw on.
DebugDisplay const class FDebugDisplayInfo& Contains information about which debug categories are currently active.
YL float& In: height of the previously drawn line. Out: height of the last line drawn by this function.
YPos float& In: Y position for the previous line. Out: Y position after the last line drawn.

Return Type

void

Example

Draw custom health info in showdebug C++
void AMyCharacter::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
    Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);
    FString HealthStr = FString::Printf(TEXT("Health: %.1f / %.1f"), Health, MaxHealth);
    Canvas->SetDrawColor(FColor::Green);
    Canvas->DrawText(GEngine->GetSmallFont(), HealthStr, 4.0f, YPos);
    YPos += YL;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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