1/26/2024 0 Comments Ue4 debug text cleanerThe ability to examine view modes and graphics buffers helps you diagnose unexpected scene results in-game. The new features augment in-game debugging capabilities when you are using the Debug Camera Controller in Play-In-Editor (PIE). View mode cycling - this gives you the ability to examine the different types of scene data being processed. Orbit functionality - this allows you to orbit the camera around a selected position, or the center of a selected Actor, so you can review assets more thoroughly.īuffer visualization overview - this gives you an option to select buffers for fullscreen view, and makes it possible to examine the contents of the graphic card buffers. The DebugCameraController also has the following features: This Actor can be found in the Scene Outliner, and this Actor's properties are used to control GDT. The GameplayDebuggingReplicator Actor is used for that. There is an option to change visible categories in Simulate too. Simulate mode is little different from PIE to activate this debug tool in Simulate you need to enable the Debug AI show flag. A bound key or the EnableGDT cheat can be used to activate GDT in PIE. While working in the Editor, GDT can be used in PIE or in Simulate. The GameplayDebugger module has to be added to project's dependency modules to be activated and usable. Use the numeric keyboard to switch between visible categories. To select an enemy for debugging press the apostrophe (') key while pointing to that enemy onscreen. Key binding is set in file and can be easily changed. Gameplay Debugger can be activated with the apostrophe (') key by default or with EnableGDT cheat. There are 5 default categories and 5 categories to use by projects:Įxisting categories can be extended to show more game-specific data too.īelow we have screen-shots captured on a client with a few enabled categories: Basic, EQS, NavMesh and Behavior Tree. Data from only enabled categories is replicated which saves replication channel's bandwidth. Usually there is a lot of data so GDT use categories to limit amount of information on screen. Navmesh around player or selected Pawn with all details like links or areas Information about executed Environment Queries (EQS) Information about Behavior Tree and Blackboard data The system provides a framework that can be extended to enable debugging of game-specific data. It works in Play In Editor (PIE), Simulate In Editor (SIE), and standalone game sessions, and all of the data is displayed as an overlay on the game viewport. The Gameplay Debugger is useful for watching real-time data at runtime, even on clients in networked games using replication.
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