Debug Engine is a definitive, modular, runtime debugging framework for Unreal Engine that runs entirely on UMG and Blueprint — no C++ required.
Its extensible Blueprint-native API, hot-reloadable panels, and tag-based registration system make it trivial to inject custom diagnostics, visualize game state, and iterate on live gameplay instrumentation with minimal performance overhead.
It provides a suite of panels to:
Deep-dive inspect any UObject and its nested references — beyond what Unreal’s default inspector can deliver;
Capture and roll back complex object state — even across sessions — via a lightweight, data-driven Property Bag.
Real-Time Telemetry: Stream and visualize property (movement, variables, custom metrics) for live performance tuning.
Spawn actors by category, with post-spawn decorators;
Ease author, register, and hot-reload your own custom UMG panels;
It’s designed for rapid iteration in Editor → Play and fully supported in packaged Development/Debug/Test builds (automatically excluded from Shipping). Debug Engine empowers your team to diagnose, prototype, and polish gameplay in record time.
Key Features
Object Inspector
Browse every field & nested object/struct by reflection.
Snapshots
Save/load object state via a flexible Property Bag system.
Telemetry
Real-time tracking of property (e.g. transform movement).
Spawn System
Categorized actor spawning with optional “decorators.”
Notifications
On-screen messages (Info/Warning/Error).
Custom Panels
Build your own UMG panels that plug into the main menu.
Blueprint-only API
All functionality exposed via Blueprint Callable nodes & delegates.