Vigyata.AI
Is this your channel?

Debug plugin dev!

180 views· 4 likes· 90:57· Mar 6, 2024

🛍️ Products Mentioned (3)

Wishlist my game Lost Harmony on Steam! https://store.steampowered.com/app/2709540/Lost_Harmony/ For premium content, early access and tutorial commissions: https://www.patreon.com/kampairaptor Discord for updates and stream notifications! https://discord.gg/r8sa2MbwJH ------------- Hey, I am Vojta Nevrela and I make games. I want to spend my time on earth pursuing the quest of becoming an amazing game developer (Good to note, that I am clearly on the beginning of this journey... 5 years in... -_- ) I want to share with you everything I learn, so you too can make cool games for me to play. ;) That's why I am posting on YouTube and share Open Source projects. It's also a reason why I am working at GameReady as an Education Coordinator to help nurture the next generation of Game Developers. ------------- Contact: fansi@kampairaptor.com ------------- Commands: !discord !game !lostharmony !patreon !specs

About This Video

This stream was basically me getting back into the zone after OBS randomly decided to nuke the broadcast. Once I was live again, I jumped straight into my “better debug” Unreal plugin—my goal is to make print strings and debug drawing way faster and less annoying than the default workflow. I’m building a setup where I can right-click, drop a Better Print node, pick a preset (big text, colors, screen + log), and stop redoing the same append/key/color boilerplate every single time. A big chunk of the session was me wrestling with how to handle global-ish debug categories (so I can enable/disable groups of prints at runtime via a global widget). I tested using inline static variables, confirmed it compiles, and verified the category toggle actually stops prints. Then I started sketching the next steps: shifting from booleans to something like an indexed array, adding nicer helpers like Print Float with controlled fractional digits, and eventually supporting richer debug features—array printing, presets, constant draw debug around actors, maybe even an inspector-style widget where clicking an actor shows selected variables. Along the way I also answered Unreal questions (like merging static mesh actors and material slot behavior) and shared my honest tooling opinions: Rider is my go-to for Unreal, Visual Studio feels clunky to me, and I’m currently testing Codium as an in-IDE assistant.

Frequently Asked Questions

🎬 More from Sir Fansi