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50 results for "debug"

function
AActor::DebugShowComponentHierarchy Engine

Prints the full scene component attachment hierarchy of this actor to the log, optionally showing each component's world-space position.

function
AActor::DebugShowOneComponentHierarchy Engine

Prints the hierarchy of a single scene component and its children to the log.

function
AAIController::DisplayDebug AIModule

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.

function
AActor::DisplayDebug Engine

Called by the HUD to draw debug information for this actor on-screen when the `showdebug` console command is active.

function
ACharacter::DisplayDebug Engine

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

function
APawn::DisplayDebug Engine

Draws pawn-specific debug information to the screen when the ShowDebug command is active.

function
UAnimInstance::DisplayDebug Engine

Draws animation debug information onto the HUD canvas when the 'Animation' debug category is active via the `showdebug Animation` console command.

function
UAnimInstance::DisplayDebugInstance Engine

Draws per-instance debug information as part of the animation debug hierarchy.

function
UKismetSystemLibrary::DrawDebugArrow Engine

Draws a directional arrow from LineStart to LineEnd, useful for visualizing forward vectors, velocities, or traces.

function
UKismetSystemLibrary::DrawDebugBox Engine

Draws a wireframe box for debugging, matching the way box collision or trace shapes are described by center, extent, and rotation.

function
UKismetSystemLibrary::DrawDebugCamera Engine

Draws a wireframe representation of an ACameraActor's frustum, derived automatically from its field of view and aspect ratio.

function
UKismetSystemLibrary::DrawDebugCapsule Engine

Draws a wireframe capsule, matching the shape and parameters (center, half-height, radius, rotation) used by capsule collision components and capsule traces.

function
UKismetSystemLibrary::DrawDebugCircle Engine

Draws a debug circle built from straight line segments, oriented by the YAxis/ZAxis plane vectors rather than a rotator.

function
AActor::DrawDebugComponents Engine

Renders debug visualizations for the component tree of this actor in the world for one frame.

function
UKismetSystemLibrary::DrawDebugCone Engine deprecated

Draws a wireframe cone using angles in radians.

function
UKismetSystemLibrary::DrawDebugConeInDegrees Engine

Draws a wireframe cone with angles specified in degrees, commonly used to visualize a field-of-view or perception cone.

function
UKismetSystemLibrary::DrawDebugCoordinateSystem Engine

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.

function
UKismetSystemLibrary::DrawDebugCylinder Engine

Draws a wireframe cylinder between two points, useful for visualizing capsule collision without the hemisphere caps or a custom volume shape.

function
UKismetSystemLibrary::DrawDebugFloatHistoryLocation Engine

Draws a 2D histogram of a float value's history at a fixed world location, always billboarded to face the first player's camera.

function
UKismetSystemLibrary::DrawDebugFloatHistoryTransform Engine

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.

function
UKismetSystemLibrary::DrawDebugFrustum Engine

Draws a wireframe view frustum from a transform, useful for visualizing a camera's or light's projection volume.

function
UKismetSystemLibrary::DrawDebugLine Engine

Draws a straight debug line between two world-space points for a set duration.

function
UKismetSystemLibrary::DrawDebugPlane Engine

Draws a finite quad patch representing an infinite mathematical plane, centered at Location and oriented by PlaneCoordinates.

function
UKismetSystemLibrary::DrawDebugPoint Engine

Draws a single debug point at a world-space location, useful for marking individual sample positions such as trace hits or spline points.

function
UKismetSystemLibrary::DrawDebugSphere Engine

Draws a wireframe debug sphere built from three orthogonal circles, commonly used to visualize a radius such as a sphere trace or overlap check.

function
UKismetSystemLibrary::DrawDebugString Engine

Draws floating debug text at a world-space location, optionally attached to and moving with an actor.

function
UKismetSystemLibrary::FlushDebugStrings Engine

Removes all debug strings previously drawn with DrawDebugString in the given world, including ones still within their Duration.

function
UKismetSystemLibrary::FlushPersistentDebugLines Engine

Clears every persistent debug line and shape (lines, boxes, spheres, capsules, etc.

function
UAnimInstance::GatherDebugData Engine

Collects debug information from all active animation graph nodes into the provided debug data structure.

function
AAIController::GetDebugIcon AIModule

Returns the path to the icon texture used when rendering this AI controller in the in-game AI debug display (`showdebug AI`).

function
UBehaviorTreeComponent::GetDebugInfoString AIModule

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.

function
UBlackboardComponent::GetDebugInfoString AIModule

Builds a multi-line debug string describing every key and its current value, formatted according to Mode.

function
AActor::GetDebugName Engine

Returns the actor's name as a string, or the literal string "NULL" if the pointer is null.

function
AAIController::GrabDebugSnapshot AIModule

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.

function
UAttributeSet::PrintDebug GameplayAbilities

Logs debug information about this AttributeSet's current state.

function
ACharacter::RootMotionDebugClientPrintOnScreen Engine

Reliable Client RPC used by the root motion debugging system to display a message on the client's screen.

function
ACharacter::RootMotionDebugClientPrintOnScreen_Implementation Engine

Implementation body for the RootMotionDebugClientPrintOnScreen RPC.

function
UKismetSystemLibrary::AddFloatHistorySample Engine

Appends a new value to an FDebugFloatHistory sample buffer and returns the updated copy, feeding the debug float-history draw calls.

function
UActorComponent::AdditionalStatObject Engine

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.

function
UAudioComponent::AdditionalStatObject Engine

Returns the assigned Sound asset so it appears alongside this component's name in editor stat/debug displays (e.

function
AAIController::AreAIIgnoringPlayers AIModule

Returns whether the global AI-ignore-players flag is currently set.

function
TArray::CheckInvariants Core

Asserts (in Debug/Development builds only) that ArrayNum >= 0 and ArrayMax >= ArrayNum.

function
UAudioComponent::CollectAttenuationShapesForVisualization Engine

Gathers the attenuation shapes applicable to this component's sound into a multimap, keyed by shape type, for editor or in-game debug visualization.

function
UKismetStringLibrary::Conv_ColorToString Engine

Converts a linear color to a string in the form '(R=,G=,B=,A=)'.

function
UKismetStringLibrary::Conv_MatrixToString Engine

Converts a 4x4 transformation matrix to a multi-line string dump of all sixteen components.

function
UBlackboardComponent::DescribeSelfToVisLog AIModule

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.

function
UAssetManager::DumpAssetTypeSummary Engine

Dumps a summary of all managed Primary Asset types to the log, including counts per type.

function
UAnimInstance::GetActiveCurveNames Engine

Populates OutNames with the names of all animation curves of the given type that are currently non-zero or active.

function
AActor::GetActorNameOrLabel Engine

Returns the actor's editor label if one has been set, otherwise falls back to the actor's internal object name.

function
UKismetSystemLibrary::GetClassDisplayName Engine

Returns the display name of a class, for use as a debugging aid when logging or printing which class an object belongs to.