Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
      • Asset Browsers
    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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  • How It Works
  • Example Usage
  • Example From W_DebugWindow

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  1. Components / Managers
  2. Player Specific Components

Central Debug Component

PreviousRadar & Radar Element ComponentsNextShared Components

Last updated 3 months ago

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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

Example From W_DebugWindow