Debugging
The readout that shows exactly what's holding the camera and why, the live tuning panel, and the logs.
Tick Draw Camera Stack on the Follow Camera, or turn it on for every camera in project settings. You get a readout on screen of everything deciding the shot: the Preset in force, both claim ladders with the winner marked, the blend in progress, the framing as solved with every active shift, follow lag, and anything Sequencer is doing. The framing is also drawn in front of the lens, as in the composition preview.
The question it answers#
> I changed the Preset and nothing moved.
The Preset did change, so everything reports success. What's wrong is that something higher up one of the ladders still holds the shot. The readout shows both ladders, because the two fail differently: a claim left behind by a volume sits at the top of the Preset list, and a device Rig outranking your view mode sits at the top of the Rig list. Same symptom, different row.
Reading it#
BLENDABLE BP_MyCharacter_C_0
preset PCP_SurvivalHorror base PCP_ThirdPerson
-> BP_HallwayVolume 5 PCP_SurvivalHorror
BP_WingVolume 0 PCP_ActionRPG
rigs
-> State 10 PCR_SH_Aim
ViewMode 5 PCR_SH_Default
InputDevice 2 PCR_TPController
target PCR_SH_Aim alpha 0.62
comp on screen 38,46 shift +0.0,-9.4 drift 8,10 camera moved -32,+14 cm off by +0.3,-0.8
ControlPitchDown +0.0, -9.4
lag 64 / 120 cm CATCHING UP
view Default shoulder +1.00 states Aim- The arrow marks the winner in each ladder.
- alpha is how far through the current blend you are.
- comp is the framing: where the character is being held, how far the shifts moved them, the free drift, how far the camera moved to manage it, and how far off the spot they actually are. Each active shift follows on its own line.
- lag appears with follow lag on: how far behind the camera is, the limit, and the phase.
- states lists everything claiming as a state, which is usually where an unexpected Rig comes from.
Tuning while you play#
Tools → Blendable → Live Tune, or the Blendable button on the level toolbar, opens a panel that edits the camera while the game runs. Change a number and the next frame is different.
| Target | Edits | Kept after you stop? |
|---|---|---|
| Follow the shot | whichever Rig is driving the camera right now, switching as claims change | yes, it's an asset |
| Preset | the Preset in force | yes |
| Live camera | the camera component in the running game: comfort and its settings | no, it belongs to the play session |
| Pick an asset | any Blendable asset you choose | yes |
Follow the shot is the reason to use it: the Rig in force changes the moment you aim or walk into a volume, and a normal details panel pinned to one asset stops showing you what you're looking at. The panel warns in orange when your changes are about to be thrown away, and has a Save button.
Go deeperWhich slide am I looking at? Experimental
Gap centring and the automatic shoulder both move the shot sideways, and in a doorway they often move it the same way at once. The readout's gap line shows gap centring:
gap THREADING middle clear sides bounded room R 20 | L 70 slide -25.0 turn +0.0slide moving away from zero is gap centring; shoulder on the view line moving away from a whole number is the automatic shoulder. If slide stays at +0.0 as you walk through a doorway, you're not seeing gap centring.
When gap centring does nothing, the line says why. no gap with sides open means the space is wider than Gap Max Shift + Gap Whisker Spacing. no gap with middle BLOCKED means no sideways move within Gap Max Shift opens a way through, so it's a wall for collision to handle, not a gap. THREADING with slide settling at roughly half the room difference means it's working. turn is what Gap Yaw Assist took out of the correction by turning instead of sliding.
Go deeperLogging
Blendable.Camera.DebugFollow 1 in the console logs the camera's decisions every frame in their own category, so the log reads as consecutive frames. Mixed in with everything else, a quarter-second blend can vanish between samples and look like a one-frame snap.
Go deeper"Turning away from a subject feels notchy"
The look-at line shows the filtered turn rate and whether the camera thinks you're steering:
lookAt 1.00 frame -12,3 auth 0.00 hold held rate 34 steerIf steer and -- flicker while you push away at a steady speed, your Look At Steer Threshold sits right in the middle of how fast you actually turn. Move it so the crossing happens at a speed you don't spend much time at. On its own it shouldn't flicker: the rate is filtered and the threshold has a band around it.