After 5.3, a.AnimNode.ControlRig.Debug 1 is nonfunctional.

In my control rig, I have a Draw Spline, and a Draw Transform along the spline. In the control rig editor, it’s visible, and works perfectly fine - but when I try to actually use a.AnimNode.ControlRig.Debug to see the thing ‘in the field,’ so to speak, it doesn’t show up. It worked until I installed 5.3, but now it’s just…not there. Rebooted UE, rebooted computer, nothing. What gives?

At least the spline is actually putting something out besides 0, 0, 0, even if I’ve had to remake the whole control rig from scratch because for some reason, the old one kills UE 5.3 as soon as I so much as right-click it.

This is driving me up the wall. I don’t muck around with the settings if I can help it, as I don’t want to break anything, so I know it’s not something I’ve done - but that isn’t making it easier to fix.

Side-note: The ‘Animation’ tag can’t be used in Character & Animation. Really?

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Experiencing the same thing, is there any workaround to this?

So is this a bug then? I was wondering why I can’t see the Control Rig debug in a Play in Editor session…

Yeah, it’s same for me. UE 5.3.2 still has this issue.

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SOLVED!! Thanks to a video about how to set Foot IK Rotation in Control Rig by GameDevUprising on YouTube, I discovered that you actually have to set 2 commands for the debugging to show up when playing in Editor:

a.AnimNode.ControlRig.Debug 1

ControlRig.EnableDrawInterfaceInGame 1

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Both commands don’t seem to work for me(

@MartenZander Are you using 5.3? Make sure to first right-click the pins of the values you want to visualize and select “Add Visual Debug”. Then copy and paste the commands above (you can actually paste both at the same time and it works).

Yes, I am on latest 5.3. apparently sometimes it works, sometimes it doesn’t but I don’t know why. Seems to be a local problem with my engine tho

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The commands will need to be manually re-pasted every time the project is re-opened to have the debug work. The commands do not automatically persist on a re-opened project unless they are being set on Begin Play in some blueprint. Not sure if that might be what you were experiencing?

I am currently on 5.3.2 as well, I have checked in the output log to confirm that the commands changes the settings but I still do not have any debug drawings.

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That’s strange. Make sure you have your visual debugs active and then try adding the commands while in a Play in New Window session. That’s how I do it, and it works every time.

@MartenZander @CableJack Interestingly, I just ran into the same issue as you for the first time, where the two commands failed to bring up the debug visualization. It manifested after I had made some changes in a State of the character’s State Machine (added a Blend Poses by bool Node to switch between two different Blendspaces).

After closing and re-opening Unreal, the first attempt to paste in both commands at the same time again did nothing (I had pasted the commands when the Command window showed as a single line at the bottom of the Play in New Editor Window session). However, after I maximized the Play in New Editor Window session, the Command window changes to a center-aligned box, and then pasting in both commands at once worked (under normal circumstances, either Command view should work).

At any rate, the fact that the debug sometimes disappears must indeed be a bug that is triggered by editing the Animation Blueprint containing the Control Rig. :grimacing:

Yes no one I know seems to be able to use the debug draw consistently.
I have only managed to get it to work a couple of times so far.

Hopefully this gets fixed soon, not having debug draw is a pain.

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It works for me to do it one by one each command, not at the same time

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Not working for me either in 5.3.2. I’ve run both console commands, both before and after pressing play. It’s there in the control rig editor though.

Using both commands works for me in 5.3.2 in a simple 3D project but doesn’t work in a VR project (I don’t see debug lines neigther on screen nor in the headset).

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Thnks, It works for me!

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