30 results for "debug" in function
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.
Renders debug visualizations for the component tree of this actor in the world for one frame.
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 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.
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.
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 whether the global AI-ignore-players flag is currently set.
Asserts (in Debug/Development builds only) that ArrayNum >= 0 and ArrayMax >= ArrayNum.
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 a human-readable string name for this actor, suitable for display in debug output and logs.
Returns a debug-friendly name for this pawn.
Returns a human-readable display name for this component, including the asset name if AdditionalStatObject() is provided.
Returns the internal index for a named sync group.
Returns true if the anim instance is currently in the post-update phase of its animation tick.
Returns the linear-space red color (1, 0, 0, 1).
Dumps a human-readable list of all currently registered timers — including their rate, remaining time, and delegate info — to the output log.
Hook for actors to render HUD overlays for themselves, called from AHUD::DrawActorOverlays().
Converts a linear color to an uppercase 8-character hex string in RRGGBBAA format by first quantising to 8-bit per channel.
Toggles a global static flag that makes all AI controllers ignore player pawns.