debug
Toggle Gameplay Debugger categories at runtime.
What it’s for
Unreal’s Gameplay Debugger is the on-screen overlay you normally summon with the apostrophe key
and steer with the number keys to show categories like AI, EQS, or Behavior. This namespace
reserves the surface for driving that overlay, and today it is honest about a limitation:
its one method, debug.spawn_category, returns NOT_IMPLEMENTED,
because debugger categories cannot be toggled from editor scope at all.
The debugger’s real console verbs, gdt.ToggleCategory and
gdt.EnableCategoryName, only work while a Play-In-Editor session is running. So
the working path is: start PIE with editor.play, then issue the gdt command
through editor.console_command.
For runtime metrics that are not debugger categories, such as FPS or scene stats, use
editor.show_stats or performance.show_stats instead.
Examples
Show AI perception during a play session
Start PIE first; the gdt verbs require a running game.
You: Turn on the AI gameplay debugger category so I can see perception.
call("editor.play", {})
call("editor.console_command", {command:"gdt.EnableCategoryName AI"})
→ {ok:true}
Done. AI category enabled while PIE runs; perception state now draws over the pawns.
Toggle a category back off
The toggle verb flips the category, exactly like pressing its number key twice.
You: Hide the EQS overlay again, I'm done looking at the query.
call("editor.console_command", {command:"gdt.ToggleCategory EQS"})
→ {ok:true}
Done. EQS category toggled off.