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.
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.
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.
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 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.
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.
The AR model allows you to visualize 3D models within the experience.
To create a new AR model, follow these steps:
- Right-click in the Content Browser.
- Go to Miscellaneous → Data Asset.
- Search for "ARModel" and select the corresponding type.
- Click "Create" to generate the asset.
- The AR Data Asset contains all necessary configurations for the AR Viewer.
Key | Description |
MeshURL | The URL or references for the 3D Mesh to display in the AR model. |
iFrame Model
The iFrame model allows you to embed websites or iframes within the experience.
To create a new iFrame model, follow these steps:
- Right-click in the Content Browser.
- Navigate to Miscellaneous → Data Asset.
- Search for "iFrame" and select the appropriate type.
- Click "Create" to generate the asset.
- The iFrame Data Asset contains all necessary configurations for the iFrame Viewer.
Key | Description |
URL | The URL or references for the web page to display in the iFrame model. |
Media Model
The Media model allows you to embed videos and images within the experience.
To create a new Media model, follow these steps:
- Right-click in the Content Browser.
- Navigate to Miscellaneous → Data Asset.
- Search for "Media" and select the appropriate type.
- Click "Create" to generate the asset.
- The Media Data Asset contains all necessary configurations for the Media Viewer.
Key | Description |
URLs | The URL or references for the Videos, Images to display in the Media model. |
Automated Action Model Creation Process
To streamline the process of creating action models, assets, and attaching them to interactables, we now support direct editing within the Details Panel of interactables placed in the scene.
Using the Action Type dropdown, you can specify the type of interactable action. Once selected, the relevant properties will appear below the dropdown for configuration. This automatically creates and attaches the corresponding action models and action type assets to the interactable, significantly reducing the number of steps required.
If you forget to save your action models or action type assets, you can simply clear the action models array on the interactable and make a slight modification to any Action Type property. This will automatically regenerate the entire asset.
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.