What problem does it solve? Unreal Engine gameplay bugs—wrong values, bad positions, intermittent AI decisions, crashes—are hard to diagnose without knowing which built-in debugging tool fits the question. This Skill maps each class of bug to the correct UE 5.8 debugging mechanism and provides exact API signatures, macros, and engine source citations so an agent can instrument code correctly the first time. ## Core Features & Use Cases - World-space visualization: DrawDebugLine, DrawDebugSphere, DrawDebugCapsule, DrawDebugString, and other DrawDebug* helpers for rendering traces, detection ranges, and spawn points directly in the viewport. - Temporal event recording: UE_VLOG* macros and the Visual Logger for timestamped, per-actor timelines that can be scrubbed to replay intermittent or AI bugs. - Custom in-game overlays: Gameplay Debugger custom categories (FGameplayDebuggerCategory) with CollectData/DrawData replication for visualizing your own systems in PIE. - Runtime interrogation: GEngine->AddOnScreenDebugMessage, stat/showdebug console commands, cvar authoring, and native debugger guidance including Live Coding caveats. - Use Case: An AI character occasionally picks the wrong target after several seconds of play. Instrument the decision code with UE_VLOG_LOCATION and UE_VLOG_SEGMENT, record a session, then scrub the Visual Logger timeline to see exactly what the AI perceived at each moment. ## Quick Start Ask the agent to add debug visualization for a line trace in your Unreal C++ character class using the appropriate DrawDebug helper.