a.AnimNode.OrientationWarping.Debug

a.AnimNode.OrientationWarping.Debug

#Overview

name: a.AnimNode.OrientationWarping.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.OrientationWarping.Debug is to enable visualization debugging for Orientation Warping in the animation system of Unreal Engine 5.

Regarding the associated variable CVarAnimNodeOrientationWarpingDebug:

#References in C++ code

#Callsites

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

#Loc: <Workspace>/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Private/BoneControllers/AnimNode_OrientationWarping.cpp:16

Scope: file

Source code excerpt:


#if ENABLE_ANIM_DEBUG
static TAutoConsoleVariable<int32> CVarAnimNodeOrientationWarpingDebug(TEXT("a.AnimNode.OrientationWarping.Debug"), 0, TEXT("Turn on visualization debugging for Orientation Warping."));
static TAutoConsoleVariable<int32> CVarAnimNodeOrientationWarpingVerbose(TEXT("a.AnimNode.OrientationWarping.Verbose"), 0, TEXT("Turn on verbose graph debugging for Orientation Warping"));
static TAutoConsoleVariable<int32> CVarAnimNodeOrientationWarpingEnable(TEXT("a.AnimNode.OrientationWarping.Enable"), 1, TEXT("Toggle Orientation Warping"));
#endif

namespace UE::Anim
{

#Associated Variable and Callsites

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

#Loc: <Workspace>/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Private/BoneControllers/AnimNode_OrientationWarping.cpp:16

Scope: file

Source code excerpt:


#if ENABLE_ANIM_DEBUG
static TAutoConsoleVariable<int32> CVarAnimNodeOrientationWarpingDebug(TEXT("a.AnimNode.OrientationWarping.Debug"), 0, TEXT("Turn on visualization debugging for Orientation Warping."));
static TAutoConsoleVariable<int32> CVarAnimNodeOrientationWarpingVerbose(TEXT("a.AnimNode.OrientationWarping.Verbose"), 0, TEXT("Turn on verbose graph debugging for Orientation Warping"));
static TAutoConsoleVariable<int32> CVarAnimNodeOrientationWarpingEnable(TEXT("a.AnimNode.OrientationWarping.Enable"), 1, TEXT("Toggle Orientation Warping"));
#endif

namespace UE::Anim
{

#Loc: <Workspace>/Engine/Plugins/Animation/AnimationWarping/Source/Runtime/Private/BoneControllers/AnimNode_OrientationWarping.cpp:326

Scope (from outer to inner):

file
function     void FAnimNode_OrientationWarping::EvaluateSkeletalControl_AnyThread

Source code excerpt:

	constexpr float DebugDrawScale = 1.f;
#endif
	const int32 DebugIndex = CVarAnimNodeOrientationWarpingDebug.GetValueOnAnyThread();
	bDebugging = bDebugging || (DebugIndex > 0);

	if (bDebugging)
	{
		const FTransform ComponentTransform = Output.AnimInstanceProxy->GetComponentTransform();
		const FVector ActorForwardDirection = Output.AnimInstanceProxy->GetActorTransform().GetRotation().GetForwardVector();