Only One Concept - Debug Notifier โ€“ Runtime Monitoring & Knowledge Base System

๐Ÿ”น MONITOR. ALERT. DOCUMENT.

Tired of messy Print Strings? OOC Debug Notifier is a high-performance, 3-in-1 runtime system that transforms how you debug. It provides real-time dynamic monitoring, autonomous event notifications, and an interactive knowledge baseโ€”all directly inside your game.

Instead of forcing you to remember why a variable changed, this system explains it to you in real-time. Free your memory, keep your flow.

๐ŸŽฅ Showcase

๐Ÿ”น WHY YOU NEED THIS

This is not just a debug overlay. It is a documentation engine that runs alongside your game.

  • 1. Real-Time Dynamic Monitoring: Track variables and states continuously. Instantly switch focus between dynamic objects (like a player character and a picked-up weapon) without pausing the game or changing code.

  • 2. Autonomous Push Notifications: Perfect for point-in-time events, validations, or warnings. The system automatically pushes critical alerts to your screen when crucial thresholds occur, bypassing category filters so you never miss a fatal flaw.

  • 3. A Living Knowledge Base: Don't just see an error; click it to see the description, probable causes, and suggested solutions defined by you. Leave notes and design explanations directly in the code for yourself or your team.

  • Tag-Driven Sorting: Filter your view instantly using Gameplay Tags. No more noise.

๐Ÿ”น PERFORMANCE FIRST (ZERO OVERHEAD)

Designed for production, not just prototyping.

  • Shipping Safe: Simply disable the component, and the logic compiles out. No cleanup needed.

  • Event-Based: No unnecessary Ticking or Polling.

  • Lazy Evaluation: Objects are only evaluated when strictly required.

  • Zero Garbage: Optimized to prevent memory churn.

๐Ÿ”น TECHNICAL FEATURES

  • 100% Blueprint Compatible (No C++ knowledge required).

  • Multiplayer Friendly: Runs locally on the client. No server overhead or network interference.

  • Data-Driven: Configured via Data Tables (monitoring & knowledge part) & Data Assets (UI setup).

  • GAS Ready: Architecture designed to fit Gameplay Ability System workflows.

  • Non-Intrusive: Purely additive. Does not modify your existing game logic. Compatible with existing projects at any stage. No third-party dependencies.

๐Ÿ”น DOCUMENTATION & SUPPORT