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UAnimInstance::GatherDebugData

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

Description

Collects debug information from all active animation graph nodes into the provided debug data structure. Called by the animation debugger and the ShowDebug Animation console command to visualize the current state of the animation blueprint.

Caveats & Gotchas

  • This function traverses the entire active animation graph and can be expensive on complex animation blueprints with many nodes. It is intended for development builds only — the overhead is non-trivial on characters with layered graphs and many active montages.
  • Override this in custom anim instances if you have custom node types that need to report debug information. Always call Super::GatherDebugData to ensure base graph nodes are still collected.

Signature

ENGINE_API virtual void GatherDebugData(FNodeDebugData& DebugData);

Parameters

Name Type Description Default
DebugData FNodeDebugData& The debug data collector that accumulates node names, weights, and timing information from the animation graph.

Return Type

void

Example

Override to add custom debug info C++
void UMyAnimInstance::GatherDebugData(FNodeDebugData& DebugData)
{
	Super::GatherDebugData(DebugData);
	FString CustomInfo = FString::Printf(TEXT("Custom blend state: %s"),
		*UEnum::GetValueAsString(CurrentBlendState));
	DebugData.AddDebugItem(CustomInfo);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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