# DebugDraw Plugin - Experimental 

**URL:** <https://forums.unrealengine.com/t/debugdraw-plugin-experimental/2852863>\
**Category:** Roadmap\
**Tags:** unreal-engine\
**Created:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/debugdraw-plugin-experimental/2852863 "2026-11-09T14:49:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ThomasC\_Epic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/thomasc_epic/32/1203341_2.png) [@ThomasC\_Epic](https://forums.unrealengine.com/u/ThomasC_Epic)\
**Post date:** [November 9, 2026, 2:49pm UTC](https://forums.unrealengine.com/t/debugdraw-plugin-experimental/2852863/1 "2026-11-09T14:49:44Z")

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### **Status**

None

**The DebugDraw plugin draws debug shapes and text after tonemapping through a lock-free pipeline, so heavy debug visualization stays legible and cheap at high volume.**

It is built for cases that draw very large numbers of lines and shapes - crowd and AI debugging in particular. Drawing after tonemapping means debug shapes keep their colours rather than being pushed around by post-processing. The Rewind Debugger’s Visual Logger track draws through it; the Visual Logger window can, behind a console variable that is off by default.
