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30 results for "debug" in function

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
AActor::DrawDebugComponents Engine

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

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
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
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
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
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
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
AActor::GetHumanReadableName Engine

Returns a human-readable string name for this actor, suitable for display in debug output and logs.

function
APawn::GetHumanReadableName Engine

Returns a debug-friendly name for this pawn.

function
UActorComponent::GetReadableName Engine

Returns a human-readable display name for this component, including the asset name if AdditionalStatObject() is provided.

function
UAnimInstance::GetSyncGroupIndexFromName Engine

Returns the internal index for a named sync group.

function
UAnimInstance::IsPostUpdatingAnimation Engine

Returns true if the anim instance is currently in the post-update phase of its animation tick.

function
UKismetMathLibrary::LinearColor_Red Engine

Returns the linear-space red color (1, 0, 0, 1).

function
FTimerManager::ListTimers Engine

Dumps a human-readable list of all currently registered timers — including their rate, remaining time, and delegate info — to the output log.

function
AActor::PostRenderFor Engine

Hook for actors to render HUD overlays for themselves, called from AHUD::DrawActorOverlays().

function
UKismetMathLibrary::ToHex_LinearColor Engine

Converts a linear color to an uppercase 8-character hex string in RRGGBBAA format by first quantising to 8-bit per channel.

function
AAIController::ToggleAIIgnorePlayers AIModule

Toggles a global static flag that makes all AI controllers ignore player pawns.