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Debugging

Debugging

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UI & Interaction
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Interactable Components
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Creating an Experience

Debugging

This page describes the tooling that you can use to debug virtual experiences, from the creation process to the virtual experience itself.

Debugging the Tool

The Scene built in unreal can be debugged through the editor utilities built into blueprints.

Debugging using BP_Hotspot

With the utilization of bp hotspots, it becomes possible to track the floor position of the pano. To access this functionality, you need to choose the BP_hotspot blueprint within the editor. Then, under the default options tab, simply click on the "Get hotspot floor position" button. This action will demonstrate a ray trace from the hotspot to its corresponding floor position.

Tracing hotspot floor position in scene
Tracing hotspot floor position in scene

Furthermore, it is possible to monitor the visibility of other hotspots from a chosen hotspot. To make use of this functionality, select the BP_hotspot blueprint in the editor and navigate to the default options tab. There, you will find the "Trace visible hotspots" button. Clicking on this button will initiate a raytrace from the hotspot, revealing the floor positions of all hotspots that are currently visible. Additionally, if the hotspots are visible, the line traces will be shown in green. Conversely, if they are not visible, the line traces will be displayed in red.

Tracing other visible hotspots in a a scene
Tracing other visible hotspots in a a scene

Likewise, we have the capability to track all visible interactables from a hotspot. To access this functionality, choose the BP_hotspot blueprint in the editor and then go to the default options tab. There, you will find the "Trace visible interactables" button. When you click on this button, a raytrace will be initiated from the hotspot to all visible interactables. If the visibility is obstructed, the green trace will stop at the collision point, and then the red line will continue from there, indicating the path of the raytrace.

Tracing all visible Interactables from a hotspot in a scene
Tracing all visible Interactables from a hotspot in a scene

Debugging using Interactable Component

The collision corners of a mesh with the Interactable component attached can be easily visualized. To do this, select the Interactable component and go to the corners tab. From there, click on the "Show corner" option, and this will draw the outline of the four collision corners on the front face, along with one at the center of the front face.

Debugging collision corners
Debugging collision corners

Debugging the Experience

The virtual experience can be debugged through the console, and with additional query parameters.

Query Parameters

You can add specific query parameters to debug the experience. Adding ?debug=true to the URL of the experience, will show you the debug elements, clickable areas and other important information about the experience.

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Every virtual experience will have a big click area below the camera. This click area helps with navigation, and is a part of the experience.

Console

The console provides useful information about the experience and problems that arise. At the moment, only Emperia team members can act upon these errors.

Console view of the experience.
Console view of the experience.

Help & Support

If you have questions, suggestions, or feature requests, please join the Official Emperia Discord channel!

You can find support here through private support tickets or general conversation. You will also have the opportunity to showcase your work and chat with like-minded individuals across industries using Creator Tools, Unreal Engine, those creating immersive experiences, and more!

If you prefer, you can also reach out to us via email.

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On this page

  • Debugging
  • Debugging the Tool
  • Debugging using BP_Hotspot
  • Debugging using Interactable Component
  • Debugging the Experience
  • Query Parameters
  • Console
  • Help & Support
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