# Get "showdebug vehicle" data into blueprint

**URL:** <https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022>\
**Category:** World Creation\
**Tags:** vehicle, get, physx, unreal-engine, Physics, Blueprint, question\
**Created:** [September 6, 2014, 3:44am UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022 "2014-09-06T03:44:47Z")\
**Posts on this page:** 8\
**Page:** 1

<div class="post-metadata">

**Author:** ![dgriffin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@dgriffin](https://forums.unrealengine.com/u/dgriffin)\
**Post date:** [September 6, 2014, 3:44am UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/1 "2014-09-06T03:44:47Z")

</div>

I’m working on a racing game and want to have accurate sound fx for what is happening with the vehicle. The data provided when using “showdebug vehicle” in the console would be very handy to have.

I see where I can get the forward speed, gear, rpm and a few other values, but I need the lateral and longitudinal slip (tireLongSlip, tireLatSlip). It would be nice to have the other data as well.

Is there a way to access this data though blueprints? If not, could something in C++ be coded to access it? (I’m guessing so since the full source code is available)

---

<div class="post-metadata">

**Author:** ![\_Epic\_Ori\_Cohen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@\_Epic\_Ori\_Cohen](https://forums.unrealengine.com/u/_Epic_Ori_Cohen)\
**Post date:** [September 6, 2014, 2:10pm UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/2 "2014-09-06T14:10:52Z")

</div>

Hi,

Most of the information should be possible to expose to blueprints from C++. I haven’t gotten around to this yet (sadly).  
If you look at the code in UWheeledVehicleMovementComponent::DrawDebug you can see all the variables that are used.

If someone gets to exposing this before me and submits a pull request I’ll gladly integrate it. If not I’ll try to get this exposed soon!

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_0089da3c1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0089da3c1](https://forums.unrealengine.com/u/anonymous_user_0089da3c1)\
**Post date:** [January 24, 2017, 11:11am UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/3 "2017-01-24T11:11:50Z")

</div>

I am trying to cast UWheeledVehicleMovementComponent component to a custom class inherited from UWheeledVehicleMovementComponent that exposes these variables in blueprint but casting fails for some reason. I don’t have a clue why! any help?

---

<div class="post-metadata">

**Author:** ![DickKickem](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DickKickem](https://forums.unrealengine.com/u/DickKickem)\
**Post date:** [March 10, 2017, 11:10am UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/4 "2017-03-10T11:10:14Z")

</div>

I’m also interested in this, but I have absolutely no idea how to do it.

---

<div class="post-metadata">

**Author:** ![Grimwolf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Grimwolf](https://forums.unrealengine.com/u/Grimwolf)\
**Post date:** [September 9, 2017, 12:27pm UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/5 "2017-09-09T12:27:12Z")

</div>

Has there been any progress on this? It would be wildly useful to have access to these.

---

<div class="post-metadata">

**Author:** ![Pollinini](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Pollinini](https://forums.unrealengine.com/u/Pollinini)\
**Post date:** [March 24, 2018, 1:02pm UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/6 "2018-03-24T13:02:39Z")

</div>

Asking again, any progress there? would be really interesting!

---

<div class="post-metadata">

**Author:** ![mchaconcr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mchaconcr](https://forums.unrealengine.com/u/mchaconcr)\
**Post date:** [March 10, 2019, 1:10am UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/7 "2019-03-10T01:10:03Z")

</div>

This question has been unanswered for 5 years! I’m still trying to figure out the same.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_3c3739e8](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_3c3739e8](https://forums.unrealengine.com/u/anonymous_user_3c3739e8)\
**Post date:** [December 20, 2019, 2:24pm UTC](https://forums.unrealengine.com/t/get-showdebug-vehicle-data-into-blueprint/293022/8 "2019-12-20T14:24:07Z")

</div>

i dealt with this by using things like suspension compression and difference between forward axis direction and velocity direction instead of lateral slip to setup effects. and the only variable you can get from wheels for this is rotation, and its a little rough but i have managed to get a simple traction control and abs working using the values from it. I dont think they are made accessible to blueprint because they are just debug stuff and not particularity accurate, the spikes in the wheel rotation output is crazy but im working on a way to lerp between results to smooth it. Look at retro racer on marketplace i used this method on that project
