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Debug toggles

Quick reference. None of this is exposed in shipping menus — these are dev-only.

In-game

Toggle Action
G key Show rune words on every slot. Drives ARephraseCharacter::ToggleDebugMode. Each ARuneSlot::SetDebugTextVisible(bool) flips the world-text visibility. Test slots show their DedicatedRune even when borrowed; memory palace slots always show their dedicated rune; standard slots show the current rune (if any).
Reset Game input action Restarts the level. Bound to IA_Reset. Useful when a puzzle gets stuck and you don't want to re-walk to the entry.
Split Rune input action Splits the carried rune via URuneCarryComponent. Only does anything for runes with bIsSplittable = true and a populated RuneSplitData.

The G-key debug mode does not log; it only affects rune-text visibility on slots. There is no engineering-side overlay yet.

Console

To see verbose logs in PIE:

Log LogTemp Verbose

This catches per-tick camera blend alpha and similar high-frequency output. To filter to a specific class, log strings are prefixed (e.g. RuneCalculator: ..., URuneCameraSubsystem: ...) so console grep is straightforward.

To save the current PIE output to a file:

log file=mysession.log

File goes to Saved/Logs/.

Editor

Where What
Outliner → select an ARuneCalculator Detail panel shows CurrentSentence, bIsActive, LastModifiedTime. Useful for confirming the calculator is detecting your slot changes.
Outliner → select an ARuneableObject Detail panel shows CurrentNounData, bIsDisabled, RuneSpeedScale, RuneDirectionScale.
Outliner → select an AClockDevice Detail panel shows CurrentState (Dormant, SecondHandActive, FullyRunning).
World Outliner labels All log messages use GetActorNameOrLabel(), so renaming an actor in the outliner produces grep-friendly logs without touching the C++ name.

What's intentionally not in here

  • No cheats console for skipping puzzles. The reset action and PIE checkpoints are sufficient for the demo.
  • No save-state inspector. UPlayerRuneKnowledge is small enough that opening the .sav file in a hex editor is faster than building a tool — and saves should be wiped between debug sessions anyway.
  • No frame-time overlay. Use Unreal's built-in stat unit, stat fps, stat game.

Source files

  • Source/Rephrased_Demo/RephraseCharacter.hToggleDebugModeAction, bDebugMode, ResetGame, SplitRune.
  • Source/Rephrased_Demo/RuneSlot.hSetDebugTextVisible, DebugRuneWordText.

Change history

  • 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.