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:
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:
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
cheatsconsole for skipping puzzles. The reset action and PIE checkpoints are sufficient for the demo. - No save-state inspector.
UPlayerRuneKnowledgeis small enough that opening the.savfile 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.h—ToggleDebugModeAction,bDebugMode,ResetGame,SplitRune.Source/Rephrased_Demo/RuneSlot.h—SetDebugTextVisible,DebugRuneWordText.
Change history¶
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.