Pighaus Games Docs

Debugging

The camera stack readout, and the one question it exists to answer.

Tick Draw Camera Stack on the component, or switch it on for the whole project under project settings.

You get the preset in force and the one underneath it, both claim ladders with the winner arrowed, the rig blend in progress, and anything Sequencer is publishing this frame.

The question it exists for#

> I changed the preset and nothing moved.

Every accessor happily reports success in that situation, because the preset genuinely did change. What's actually wrong is that something further up one of the ladders still owns the shot, and before this readout existed the only way to find out which was to guess.

The readout shows both ladders because there are two, and they fail differently. A preset claim left behind by a volume that never released sits at the top of the preset list. An inherited 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
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. states lists everything currently claiming as a state, which is usually where an unexpected rig is coming from.

Logging#

blendable.debug.follow 1 logs the same decision inputs per frame, in their own category, so a read of the log gives you consecutive frames. Interleaved with everything else, a 0.25s blend disappears between samples — which is how an earlier pass mistook a normal blend for a one-frame snap.