Focused reference · Unreal Engine 5.8

Debugging and performance

unreal-chaos-physics/references/debugging-and-performance.md

Chaos Visual Debugger

Open Tools -> Debug -> Chaos Visual Debugger. Record local/remote PIE, client/server, or packaged Development/Test sessions. Capture only needed data channels; CVD data volume and recording overhead can be substantial. Test builds may omit object debug names.

Inspect particles, position/velocity/mass/state, collision geometry/channels, contact constraints, joint constraints, character ground constraints, sync/async frames, and resimulated frames. Save recordings for cross-team reproduction without requiring project assets.

Symptom matrix

SymptomInspect first
falls through thin wallcollision shape, speed/timestep, CCD, teleport versus sweep
jitters at restpenetration, shape seams, mass ratio, contact/constraint, per-frame writes
constraint stretches/explodesframes, limits, collision, mass ratio, timestep, drive/projection
overlap/hit fires twiceboth-side settings, substep callback queue, duplicate components
ragdoll explodesoverlapping bodies, bad constraints, scale, pose penetration
debris never settlessleep thresholds, ongoing field/contact, removal policy
network object rubber-bandsreplication mode, authority, send/latency, predicted forces
cloth stretches/explodesteleport reset, collision penetration, timestep, stiffness/iterations

Profile Timing Insights/stat physics plus active/dynamic/sleeping bodies, shapes, broadphase pairs, contacts, constraints/iterations, substeps, cloth vertices/iterations, destruction pieces/events, and CVD/trace overhead. Disable visualization/recording for final timing.