Debugging Output Request: Display Trigger Arguments

If it is possible could you guys add a debugging output option to append non-default settings arguments to gameplay triggers when they occur?
An example would be on player spawn, which device:setting changed each non-default player spawn event argument.

I don’t know how difficult this would be to implement on a technical level, but its definitely very difficult to parse as a creator. This could help a lot in trying to understand what we need to change in order to get to the desired result when changing island settings, vs team and inventory, vs class designer, or something where there are 3-4 different overrides that could be occurring.

This would generally help with the lack of detailed explanations or tooltips with some of the options as well. Some of the device options are the only way to get an effect and I cannot understand what they’re doing or if they’re working. I don’t mind that some of this stuff is lacking but it’s making it really difficult to bugfix if we can’t also see what options are being taken into consideration when triggers from devices occur.


@LionUnchained Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

Just to add some context as to how I think this would best be achieved would be if you look at unrealscript from devices you get this settings section in each device:

If you took the game event and then for non default args (things that are overriden from other settings) you added:

I have to imagine that this is what the code already looks like so just converting the args to strings and putting them in a log would go a long way.