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Debugging & Diagnostics

Blueprint AI drives Unreal’s debugging surfaces: run console commands and exec, read and set cvars, tune log-category verbosity, and record and analyze the Visual Logger — all from chat, with text output captured back.

Run the console command “stat fps” Read the cvar r.ScreenPercentage, then set it to 75 List the cvars and commands containing “Nanite”

Set the LogNavigation category to Verbose Show the current verbosity of LogTemp List the log categories matching “Anim”

Recording must be on before gameplay emits its UE_VLOG calls.

Start the Visual Logger and record to file Stop the Visual Logger and tell me where the .bvlog landed

Analyze the visual log at Saved/Logs/run.bvlog — summarise owners, categories, and time range Show the timeline for the Hero owner Show the visual-log entries for Enemy_1 in the LogEQS category