UKismetSystemLibrary::DrawDebugCoordinateSystem
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Draws red/green/blue lines representing the local X/Y/Z axes at a location and rotation, useful for visualizing an actor or component's orientation.
Caveats & Gotchas
- • Axis colors follow the standard UE convention (X=red, Y=green, Z=blue) and are not configurable.
- • Compiled out entirely in Shipping and Test builds since the UFUNCTION is DevelopmentOnly.
- • Scale of 1.f produces very short axes at gameplay scale — most callers pass 50-200 depending on the actor's size.
Signature
static void DrawDebugCoordinateSystem(const UObject* WorldContextObject, const FVector AxisLoc, const FRotator AxisRot, float Scale=1.f, float Duration=0.f, float Thickness = 0.f, EDrawDebugSceneDepthPriorityGroup DepthPriority = EDrawDebugSceneDepthPriorityGroup::World) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | World context used to resolve which world to draw in. | — |
| AxisLoc | const FVector | World-space origin of the axes. | — |
| AxisRot | const FRotator | Orientation applied to the drawn X/Y/Z axes. | — |
| Scale | float | Length of each axis line. | 1.f |
| Duration | float | How long the axes persist, in seconds. 0 draws for a single frame. | 0.f |
| Thickness | float | Line thickness in screen pixels. | 0.f |
| DepthPriority | EDrawDebugSceneDepthPriorityGroup | Whether the axes are depth-tested against the scene or always drawn in the foreground. | EDrawDebugSceneDepthPriorityGroup::World |
Return Type
void Example
Show a component's world orientation C++
UKismetSystemLibrary::DrawDebugCoordinateSystem(
this,
GetActorLocation(),
GetActorRotation(),
100.f,
2.0f); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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