a.AnimNode.AimOffsetLookAt.Debug

a.AnimNode.AimOffsetLookAt.Debug

#Overview

name: a.AnimNode.AimOffsetLookAt.Debug

This variable is created as a Console Variable (cvar).

It is referenced in 3 C++ source files.

#Summary

#Usage in the C++ source code

The purpose of a.AnimNode.AimOffsetLookAt.Debug is to toggle debug visualization for the LookAt AimOffset feature in Unreal Engine’s animation system. This setting variable is part of the animation runtime, specifically related to the AimOffset functionality.

This setting variable is primarily used in the AnimGraphRuntime module, which is responsible for handling various animation nodes and systems. It’s particularly relevant to the FAnimNode_AimOffsetLookAt class, which implements the look-at behavior for characters.

The value of this variable is set through a console command. It’s defined as a TAutoConsoleVariable, which means it can be changed at runtime using console commands or through configuration files.

The associated variable CVarAimOffsetLookAtDebug directly interacts with a.AnimNode.AimOffsetLookAt.Debug. They share the same value and purpose.

Developers must be aware that this is a debug-only feature and should not be relied upon for gameplay functionality. It’s designed to help visualize the AimOffset calculations during development and debugging.

Best practices when using this variable include:

  1. Only enabling it when necessary for debugging, as it may have performance implications.
  2. Using it in conjunction with other debugging tools to get a comprehensive view of the animation system’s behavior.
  3. Remembering to disable it in release builds or when not actively debugging.

Regarding the associated variable CVarAimOffsetLookAtDebug:

The purpose of CVarAimOffsetLookAtDebug is identical to a.AnimNode.AimOffsetLookAt.Debug. It’s an internal representation of the console variable used within the C++ code.

This variable is used directly in the FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget function to conditionally draw debug lines and coordinate systems. It’s checked using the GetValueOnAnyThread() method, which suggests it’s designed to be thread-safe for use in multi-threaded animation updates.

Developers should be aware that the debug visualization is only compiled when ENABLE_DRAW_DEBUG is defined, which is typically only in development builds.

When using this variable, it’s best to:

  1. Use it in conjunction with other debugging tools in the Unreal Engine editor.
  2. Be aware of potential performance impact when enabled, especially in complex scenes.
  3. Use it to verify the correctness of AimOffset calculations and character orientations.

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_AimOffsetLookAt.cpp:17

Scope: file

Source code excerpt:


TAutoConsoleVariable<int32> CVarAimOffsetLookAtEnable(TEXT("a.AnimNode.AimOffsetLookAt.Enable"), 1, TEXT("Enable/Disable LookAt AimOffset"));
TAutoConsoleVariable<int32> CVarAimOffsetLookAtDebug(TEXT("a.AnimNode.AimOffsetLookAt.Debug"), 0, TEXT("Toggle LookAt AimOffset debug"));

/////////////////////////////////////////////////////
// FAnimNode_AimOffsetLookAt

void FAnimNode_AimOffsetLookAt::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{

#Associated Variable and Callsites

This variable is associated with another variable named CVarAimOffsetLookAtDebug. They share the same value. See the following C++ source code.

#Loc: <Workspace>/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_AimOffsetLookAt.cpp:17

Scope: file

Source code excerpt:


TAutoConsoleVariable<int32> CVarAimOffsetLookAtEnable(TEXT("a.AnimNode.AimOffsetLookAt.Enable"), 1, TEXT("Enable/Disable LookAt AimOffset"));
TAutoConsoleVariable<int32> CVarAimOffsetLookAtDebug(TEXT("a.AnimNode.AimOffsetLookAt.Debug"), 0, TEXT("Toggle LookAt AimOffset debug"));

/////////////////////////////////////////////////////
// FAnimNode_AimOffsetLookAt

void FAnimNode_AimOffsetLookAt::Initialize_AnyThread(const FAnimationInitializeContext& Context)
{

#Loc: <Workspace>/Engine/Source/Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_AimOffsetLookAt.cpp:154

Scope (from outer to inner):

file
function     void FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget

Source code excerpt:


#if ENABLE_DRAW_DEBUG
		if (CVarAimOffsetLookAtDebug.GetValueOnAnyThread() == 1)
		{
			AnimProxy->AnimDrawDebugLine(SourceWorldTransform.GetLocation(), TargetWorldTransform.GetLocation(), FColor::Green);
			AnimProxy->AnimDrawDebugLine(SourceWorldTransform.GetLocation(), SourceWorldTransform.GetLocation() + SourceWorldTransform.TransformVector(SocketAxis).GetSafeNormal() * (TargetWorldTransform.GetLocation() - SourceWorldTransform.GetLocation()).Size(), FColor::Red);
			AnimProxy->AnimDrawDebugCoordinateSystem(ActorTransform.GetLocation(), ActorTransform.GetRotation().Rotator(), 100.f);

			FString DebugString = FString::Printf(TEXT("Socket (X:%f, Y:%f), Target (X:%f, Y:%f), Result (X:%f, Y:%f)")