In UE 4.11, ShowDebug Camera from the console initiates the DisplayDebug HUD canvas and results in an overlap of text. The reason is due to the following code…
FDisplayDebugManager DisplayDebugManager = Canvas->DisplayDebugManager;
…when it should be…
FDisplayDebugManager & DisplayDebugManager = Canvas->DisplayDebugManager;
Additionally, when used with HMDs the information is way off screen. This can be resolved by re-initializing via…
Canvas->DisplayDebugManager.Initialize(Canvas, nullptr, FVector2D(300.0f, 300.0f));
… Currently I override DisplayDebug in my Pawn class and re-initialize there after determining if I am in HMD mode.