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Debugging
This is what you see with the debugging all enabled

This is extremely useful, it visualizes the physics bodies on the server, so you can actively observe the server's animations.
For this you must add my SimpleAnimation plugin to your project: https://github.com/Vaei/SimpleAnimation
Then you can enable bDrawServerPhysicsBodies on your UTurnInPlace component.
Tip
You do not need to modify this plugin at all. It is added as an optional plugin and will detect it being added.
Enable the SimpleAnimation plugin in your .uproject then recompile your code so that the WITH_SIMPLE_ANIMATION pre-processor compiles the functionality
To get a lot of information about the state of the TurnInPlace you can use Log LogTurnInPlace Verbose from the console. This will log the CurveValue, LastCurveValue, and TurnOffset along with the local role each frame.
Use p.Turn.Debug.TurnOffset to get a read-out for TurnOffset drawn to your screen
Use the following CVars to draw directional arrows:
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p.Turn.Debug.TurnOffset.Arrow(Green) -
p.Turn.Debug.ActorDirection.Arrow(Pink) -
p.Turn.Debug.ControlDirection.Arrow(Black)
Alternatively, use the blueprint function Debug Turn In Place to activate or deactivate all CVars. The demo character does this with a flip flop for convenience.