1. Animation Debug
These are useful for visualizing animation nodes, blend spaces, and skeletal data.
| Command | Purpose |
|---|---|
ShowDebug Animation | Shows skeletal mesh animation debug info (bones, active anim BP nodes). |
a.AnimNode.OrientationWarping.Debug 1 | Debug Orientation Warping nodes. |
a.AnimNode.StrideWarping.Debug 1 | Debug Stride Warping. |
a.AnimNode.AimOffsetLookAt.Debug 1 | Debug AimOffset LookAt. |
a.AnimNode.LegIK.Debug 1 | Debug Leg IK solver. |
a.DebugDrawSockets 1 | Show skeletal mesh sockets in the viewport. |
a.DebugDrawBoneNames 1 | Displays bone names in the viewport. |
ShowDebug ToggleSubCategory <Category> | Show a specific animation debug category. |
2. Capsule & Collision Debug
| Command | Purpose |
|---|---|
Show Collision | Displays collision shapes including capsule. |
pxvis collision | PhysX visualization of collisions (UE4). |
p.VisualizeComponentShapes 1 | Show collision shapes of components. |
p.CapsuleSweepDebug 1 | Visualizes capsule sweeps. |
ShowDebug Collision | Displays collision info in text format. |
3. Raytrace / Traces Debug
| Command | Purpose |
|---|---|
pxvis trace | Shows line traces (UE4 PhysX). |
p.VisualizeTraces 1 | Shows physics traces in-world. |
p.LineTraceDrawTime <Seconds> | Keeps traces visible for a set time. |
DrawDebugLine / DrawDebugSphere (BP or C++) | Manual debug drawing. |
4. Vector & Transform Debug
| Command | Purpose |
|---|---|
ShowDebug Vectors | Shows velocity vectors for actors. |
p.VisualizeMovement 1 | Draws movement vectors and paths. |
p.DebugDrawProjectile 1 | Shows projectile velocity vectors. |
5. Time & Motion Debug
| Command | Purpose |
|---|---|
slomo <value> | Slow motion (e.g., slomo 0.1 for 10% speed). |
t.MaxFPS <value> | Limit FPS for slow-mo debugging stability. |
p.VisualizeAsyncScene 1 | Show async physics scene updates. |
Core “ShowDebug” workflow (text HUD)
-
ShowDebug→ lists all available categories in your build. -
ShowDebug Animation→ anim BP, montage, root-motion, active states, curves, notifies. -
ShowDebug Character→ CharacterMovement (speed, accel/vel, movement mode, root-motion status). -
ShowDebug ToggleSubCategory <name>→ filter a category (use autocomplete after typing). -
NextDebugTarget/PreviousDebugTarget(PGUP/PGDOWN by default) → cycle the actor being debugged. -
ShowDebugagain (orShowDebug None) → turn off.
Skeletal/Anim-node specific CVars
These draw on top of the viewport; they only show if that node actually evaluates this frame.
-
a.AnimNode.OrientationWarping.Debug 1 -
a.AnimNode.StrideWarping.Debug 1 -
a.AnimNode.AimOffsetLookAt.Debug 1 -
a.AnimNode.LegIK.Debug 1 -
(Tip) Type
a.AnimNode.then press Tab to see all node debug CVars available in your build. -
Perf counters:
stat anim,stat skeletalmesh,stat game,stat physics,stat gpu
Capsule / Collision (your most asked)
-
All collisions (easy global toggle):
show collision -
Player-collision viewmode:
viewmode collision(type again to return to Lit) -
Per-component collision shapes (good for capsules):
p.VisualizeComponentShapes 1 -
Chaos physics (UE5):
-
Enable debug layer:
p.Chaos.DebugDraw.Enabled 1 -
Collisions:
p.Chaos.DebugDraw.DrawCollisions 1
-
-
Quick text readout:
ShowDebug Collision
If you only care about the pawn capsule, also run
ShowDebug Character. You’ll see radius/half-height and queries.
Traces / Raycasts (line/sweep)
Blueprint nodes already have this built in:
-
On any Trace/Sweep node set Draw Debug Type: For One Frame, For Duration, or Persistent.
-
Use Draw Time input to control how long traces stay visible.
Code/console helpers:
-
Visual Logger (timeline with traces/locations): open Window ▸ Developer Tools ▸ Visual Logger (or call
UVisualLoggerKismetLibrary::StartRecordingin BP/C++).
Give your trace a Trace Tag so it’s searchable in VisLog.
Movement vectors & trajectories
-
Character velocity/accel vectors in world:
p.VisualizeMovement 1 -
Character HUD readout (speed/vel/accel):
ShowDebug Character -
AI path & steering (for animation steering/walk): press ` (apostrophe) to open Gameplay Debugger, then enable the AI category.
Control Rig / IK Rig / Retargeting
-
Control Rig & IK Rig primarily use per-node Draw Debug checkboxes.
In Sequencer/Preview, enable Debug Draw on the Control Rig asset or on individual nodes (e.g., FABRIK/CCD/FBIK solvers) to see axes, effectors, pole vectors. -
Retargeter preview: in the IK Retargeter editor, enable Draw Chains / Goals / Debug Pose from the viewport toolbar.
Root Motion / Notifies / Curves quickies
-
ShowDebug Animation→ shows RootMotion mode, Montage position, Active Notifies, Curve values. -
In Persona/Anim Preview: use Viewport ▸ Show ▸ Bones / Bone Names / Sockets / Curves to verify authoring.
Cloth & Rigid Bodies (Chaos)
-
Cloth overview:
stat chaoscloth -
Cloth debug draw:
p.ChaosCloth.DebugDraw 1(toggles wire, constraints, normals—sub-options depend on engine version) -
Rigid body debug (see above):
p.Chaos.DebugDraw.Enabled 1,p.Chaos.DebugDraw.DrawCollisions 1
Timing tools (to study pose changes)
-
Slow motion:
slomo 0.1(10% speed) -
Clamp FPS for stable stepping:
t.MaxFPS 10 -
Step one frame (PIE):
Step(bind it or use the Editor toolbar frame step)
Useful viewport “ShowFlag” toggles (when you need a render-layer view)
(Names vary slightly by version; use autocomplete after typing showflag.)
-
showflag.bones 1/0 -
showflag.bonenames 1 -
showflag.sockets 1 -
showflag.collision 1 -
showflag.motiontrajectories 1(if Motion Trajectories is enabled)
Logging (when the HUD isn’t enough)
-
Raise verbosity at runtime:
Log LogAnimation Verbose(orVeryVerbose) -
Common categories:
LogAnimation,LogRootMotion,LogAnimMontage,LogIKRig,LogPoseSearch(if using Motion Matching)
Power-user: discover everything in your build
-
Autocomplete: type a prefix (e.g.,
a.AnimNode.orp.Chaos.) then hit Tab to list. -
Dump matching console commands:
-
DumpConsoleCommands a.AnimNode -
DumpConsoleCommands ShowDebug -
DumpConsoleCommands p.Chaos
This prints all matches (with help text) to the Output Log.
-
Handy one-liners to bind in PIE
-
Bind keys via Input (Editor Preferences ▸ Keyboard Shortcuts) or run via BP
Execute Console Command:-
Toggle anim HUD:
ShowDebug Animation -
Toggle collisions:
show collision -
Toggle movement vectors:
p.VisualizeMovement 1/0 -
Slowmo:
slomo 0.25
-
Quick answers to your specific ask
-
Capsule:
show collision(global) orp.VisualizeComponentShapes 1(per-component shapes, great for capsule). -
Raytrace: set Draw Debug Type on the Trace/Sweep nodes (For Duration + Draw Time). For recorded timelines, use Visual Logger.
-
Vectors:
p.VisualizeMovement 1(shows velocity/accel vectors from CharacterMovement) +ShowDebug Characterfor numeric readouts.
To Draw a capsute and the vector forward
You place this on even tick and its going to create the preview of the capsule collider and a arrow. For the arrow you need to add an object for the end of the line to point to. In this example I place a sphere collider called "arrowlocat".
How do you do that sphere collider thing? You go do the character BP(Blue icon one) and you add there the sphere collider.


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