50 results for "debug"
Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position.
Prints the hierarchy of a single scene component and its children to the log.
Draws AI-specific debug information (behavior tree state, path, focus, perception) onto the HUD canvas when the 'AI' debug category is active via the `showdebug AI` console command.
Called by the HUD to draw debug information for this actor on-screen when the `showdebug` console command is active.
Draws Character-specific debug information (movement state, jump state, based movement) to the HUD canvas when `showdebug` is active.
Draws pawn-specific debug information to the screen when the ShowDebug command is active.
Draws animation debug information onto the HUD canvas when the 'Animation' debug category is active via the `showdebug Animation` console command.
Draws per-instance debug information as part of the animation debug hierarchy.
Draws a directional arrow from LineStart to LineEnd, useful for visualizing forward vectors, velocities, or traces.
Draws a wireframe box for debugging, matching the way box collision or trace shapes are described by center, extent, and rotation.
Draws a wireframe representation of an ACameraActor's frustum, derived automatically from its field of view and aspect ratio.
Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.
Draws a debug circle built from straight line segments, oriented by the YAxis/ZAxis plane vectors rather than a rotator.
Renders debug visualizations for the component tree of this actor in the world for one frame.
Draws a wireframe cone using angles in radians.
Draws a wireframe cone with angles specified in degrees, commonly used to visualize a field-of-view or perception cone.
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.
Draws a wireframe cylinder between two points, useful for visualizing capsule collision without the hemisphere caps or a custom volume shape.
Draws a 2D histogram of a float value's history at a fixed world location, always billboarded to face the first player's camera.
Draws a 2D histogram graph of an FDebugFloatHistory sample buffer in the 3D world, positioned and oriented by a full transform rather than just a location.
Draws a wireframe view frustum from a transform, useful for visualizing a camera's or light's projection volume.
Draws a straight debug line between two world-space points for a set duration.
Draws a finite quad patch representing an infinite mathematical plane, centered at Location and oriented by PlaneCoordinates.
Draws a single debug point at a world-space location, useful for marking individual sample positions such as trace hits or spline points.
Draws a wireframe debug sphere built from three orthogonal circles, commonly used to visualize a radius such as a sphere trace or overlap check.
Draws floating debug text at a world-space location, optionally attached to and moving with an actor.
Removes all debug strings previously drawn with DrawDebugString in the given world, including ones still within their Duration.
Clears every persistent debug line and shape (lines, boxes, spheres, capsules, etc.
Collects debug information from all active animation graph nodes into the provided debug data structure.
Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).
Returns a human-readable summary of the brain component's current state, overriding UBrainComponent's base implementation with behavior-tree-specific details such as the active tree and current task.
Builds a multi-line debug string describing every key and its current value, formatted according to Mode.
Returns the actor's name as a string, or the literal string "NULL" if the pointer is null.
Populates a Visual Logger snapshot with the controller's current AI state (path, focus, perception), enabling replay and analysis in the Visual Logger editor tool.
Logs debug information about this AttributeSet's current state.
Reliable Client RPC used by the root motion debugging system to display a message on the client's screen.
Implementation body for the RootMotionDebugClientPrintOnScreen RPC.
Appends a new value to an FDebugFloatHistory sample buffer and returns the updated copy, feeding the debug float-history draw calls.
Override to return a UObject (typically an asset) whose name will be appended to this component's readable name in stat displays and debug output.
Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.
Returns whether the global AI-ignore-players flag is currently set.
Asserts (in Debug/Development builds only) that ArrayNum >= 0 and ArrayMax >= ArrayNum.
Gathers the attenuation shapes applicable to this component's sound into a multimap, keyed by shape type, for editor or in-game debug visualization.
Converts a linear color to a string in the form '(R=,G=,B=,A=)'.
Converts a 4x4 transformation matrix to a multi-line string dump of all sixteen components.
Appends the blackboard's current key/value state to a Visual Logger snapshot, so it shows up in the Visual Logger tool alongside other AI debug data.
Dumps a summary of all managed Primary Asset types to the log, including counts per type.
Populates OutNames with the names of all animation curves of the given type that are currently non-zero or active.
Returns the actor's editor label if one has been set, otherwise falls back to the actor's internal object name.
Returns the display name of a class, for use as a debugging aid when logging or printing which class an object belongs to.