> For the complete documentation index, see [llms.txt](https://soulslike-framework.isik.vip/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://soulslike-framework.isik.vip/components-managers/player-specific-components/central-debug-component.md).

# Central Debug Component

<div align="left"><figure><img src="/files/Pxb9F1D6r6SRb7Q5t5rd" alt=""><figcaption></figcaption></figure></div>

The **Debug Central (AC\_DebugCentral)** component is a powerful debugging utility designed to **monitor, log, and display** real-time information about all key components of the framework. It collects data from every major component and feeds it into the **W\_DebugWindow widget**, which handles parsing and formatting the data for display in the UI.

It is added to the **Character** class by default **(B\_Soulslike\_Character).**

### **How It Works**

* #### **Initialization & Component Collection**
  * Allows a generous time for all components to be initialized before initializing itself.
  * **Collects references** to all relevant gameplay components, ensuring the debug panel has access to the latest state of the game.
* **Debug Toggle & Tick Event Handling**
  * On **Begin Play**, the system checks if debugging is enabled (`EnableDebugging` flag) and accordingly **activates/deactivates ticking** and updates data at a regular interval.
* #### **Parsing & Formatting Debug Data**
  * The `UpdateComponentData()` method inside **W\_DebugWindow** is responsible for **querying each component** and converting its data into **a structured log entry**.
  * Uses a **Gameplay Tag Switch** to determine which component’s data is currently needed.
  * Parses relevant properties into a readable string for display.

### Example Usage

<figure><img src="/files/X8YIoaS9Dbxn7if5iLJE" alt=""><figcaption></figcaption></figure>

### Example From W\_DebugWindow

<figure><img src="/files/sWhKlDLtyYPs84f124KJ" alt=""><figcaption></figcaption></figure>
