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ACharacter::DisplayDebug

function Engine Since 4.0
#include "GameFramework/Character.h"
Access: public Specifiers: virtualoverride

Description

Draws Character-specific debug information (movement state, jump state, based movement) to the HUD canvas when `showdebug` is active. Extends the APawn implementation with Character-specific sections.

Caveats & Gotchas

  • Enable the output with the console command `showdebug character` at runtime; the function is only called when the relevant debug category is active.
  • Do not call this from gameplay code — it is wired into the engine's debug HUD system and called automatically during the render frame.

Signature

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

Parameters

Name Type Description Default
Canvas UCanvas* Canvas to draw debug text and shapes onto.
DebugDisplay const FDebugDisplayInfo& Struct describing which debug categories are currently active.
YL float& Height of the last line drawn; used to advance YPos for subsequent lines.
YPos float& Current vertical draw position on the canvas; incremented as lines are drawn.

Return Type

void

Example

Add a custom debug line to the Character debug display C++
void AMyCharacter::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
    Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);
    FString CustomLine = FString::Printf(TEXT("Stamina: %.1f"), Stamina);
    Canvas->SetDrawColor(FColor::Cyan);
    Canvas->DrawText(GEngine->GetMediumFont(), CustomLine, 4.f, YPos);
    YPos += YL;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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