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UAnimInstance::DisplayDebug

function Engine Since 4.0
#include "Animation/AnimInstance.h"
Access: public Specifiers: virtualENGINE_API

Description

Draws animation debug information onto the HUD canvas when the 'Animation' debug category is active via the `showdebug Animation` console command. Override this to add custom debug visualisation for your anim instance.

Caveats & Gotchas

  • Only called in non-shipping builds. Do not place gameplay logic in this function — it will be stripped in shipping.
  • Call Super::DisplayDebug() first and advance YPos by YL after each line you draw to avoid overlapping the base class output.

Signature

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

Parameters

Name Type Description Default
Canvas UCanvas* The canvas to draw debug information onto.
DebugDisplay const FDebugDisplayInfo& Describes which debug categories are currently active.
YL float& Height of the last drawn line, used to advance the draw position.
YPos float& Current vertical draw position on the canvas.

Return Type

void

Example

Add custom debug output to the animation HUD C++
void UMyAnimInstance::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
	Super::DisplayDebug(Canvas, DebugDisplay, YL, YPos);

	FDisplayDebugManager& DisplayManager = Canvas->DisplayDebugManager;
	DisplayManager.DrawString(FString::Printf(TEXT("Speed: %.1f"), GroundSpeed));
	YPos += YL;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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