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Unreal Engine 5.8 · Focused reference

Debugging, validation, and profiling

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Graph-debug procedure

  1. Enable node Debug on the earliest suspicious stage.
  2. Inspect the Data View and Attributes List: count, bounds, density, transforms, seed, attributes.
  3. Move the debug point downstream one stage at a time.
  4. Disable spawners while validating data.
  5. Use graph/node profiling to identify CPU cost; use Unreal Insights for system-level cost.
  6. Cleanup and regenerate to eliminate stale output.

Runtime tools

  • pcg.RuntimeGeneration.EnableDebugOverlay 1: scheduler/runtime overview.
  • pcg.GraphExecution.DebugDrawGeneratedCells 1: sources, generating cells, grid/coordinates.
  • pcg.RuntimeGeneration.EnableDebugging: verbose scheduler logging.
  • pcg.RuntimeGeneration.Refresh: cleanup and schedule regeneration.
  • pcg.RuntimeGeneration.Enable: freeze/enable runtime generation.
  • pcg.GPU.FuzzMemory: expose uninitialized GPU output assumptions.

Debug overlays are not generally available in Shipping and may differ by build configuration.

Validation matrix

  • empty input and zero points;
  • smallest and largest bounds;
  • steep/vertical/overhanging surfaces;
  • overlapping exclusion volumes and Data Layers;
  • seed zero, repeated seed, and changed seed;
  • missing asset/table row/soft reference;
  • cleanup -> regenerate -> reload -> cook;
  • source control clean checkout and commandlet generation;
  • target platform scalability/feature-level switches;
  • fast traversal/teleport and multiple runtime sources;
  • maximum shipping density plus HLOD/nav/collision build where required.

Common failures

SymptomFirst check
Points exist but nothing spawnsmesh/actor selector attribute, bounds, node enabled, output path
Same random choice repeatsduplicated seeds; place Mutate Seed at intentional branch
Content leaks into roads/buildingsexclusion input/bounds and Difference mode/order
Graph regenerates constantlytracked actor/component changes or circular dependencies
Runtime pop-ingeneration radius, bounds modifier, scheduler budget, traversal speed
Cleanup leaves stale actorsgeneration ownership, partition actors, grid change cleanup sequence
GPU path slowertransfers, small data, compute-graph fragmentation, preparation cost
Packaged result differseditor-only input/node, unsupported platform path, unbuilt persistent output

Performance record

Record point count, spawned instance/Actor count, CPU node times, GPU execution/memory, generation latency percentile, cache memory, cleanup time, streaming overlap, and final render cost. PCG graph time alone does not include the lifetime cost of what it spawned.

Sources and version

Documentation target: Unreal Engine 5.8. Confirm behavior in your installed engine; no per-procedure test result is implied.

Read this system’s sources and verification notes →

Canonical reference and AI copyunreal-pcg/references/debugging-validation.md

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