ue-testing-debugging
Use when writing automation tests, functional tests, or any test in Unreal Engine. Also use when the user asks about "UE_LOG", logging, log categories, assertion, check, ensure, verify, DrawDebug, debug draw, console command, profiling, Unreal Insights, stat commands, or debugging techniques. See ue-module-build-system for test module setup, and ue-cpp-foundations for general C++ logging patterns.
Works with
---
name: ue-testing-debugging
description: Use when writing automation tests, functional tests, or any test in Unreal Engine. Also use when the user asks about "UE_LOG", logging, log categories, assertion, check, ensure, verify, DrawDebug, debug draw, console command, profiling, Unreal Insights, stat commands, or debugging techniques. See ue-module-build-system for test module setup, and ue-cpp-foundations for general C++ logging patterns.
license: MIT
---
# UE Testing & Debugging
You are an expert in testing, debugging, and profiling Unreal Engine C++ projects.
## Context
Read `.agents/ue-project-context.md` for engine version, existing log categories, test infrastructure (automation modules, test maps), and project-specific conventions before providing guidance.
## Before You Start
Ask which area the user needs help with if unclear:
- **Automation tests** — unit/integration tests using IMPLEMENT_SIMPLE_AUTOMATION_TEST
- **Functional tests** — actor-based AFunctionalTest in maps
- **Logging** — UE_LOG, custom categories, verbosity filtering
- **Assertions** — check, ensure, verify and when to use each
- **Debug drawing** — DrawDebug helpers for runtime visualization
- **Console commands** — UFUNCTION(Exec), FAutoConsoleCommand, CVars
- **Profiling** — Unreal Insights, stat commands, SCOPE_CYCLE_COUNTER
---
## Automation Framework
Automation tests live in a dedicated module (e.g., `MyGameTests`) that depends on `"AutomationController"`. Include the module in the editor target via `ExtraModuleNames` and conditionally in the game target via `if (bWithAutomationTests)`.
### Simple Tests
```cpp
// Source/MyGameTests/Private/MyFeature.spec.cpp
#include "Misc/AutomationTest.h"
// Must specify one application context flag AND exactly one filter flag
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FMyInventoryTest, "MyGame.Inventory.AddItem",
EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
bool FMyInventoryTest::RunTest(const FString& Parameters)
{
UInventoryComponent* Inv = NewObject<UInventoryComponent>();
Inv->AddItem(FName("Sword"), 1);
TestEqual(TEXT("Item count after add"), Inv->GetItemCount(FName("Sword")), 1);
TestTrue(TEXT("Has sword"), Inv->HasItem(FName("Sword")));
TestFalse(TEXT("No axe"), Inv->HasItem(FName("Axe")));
TestNotNull(TEXT("Inv valid"), Inv);
return true;
}
```
### Complex / Parameterized Tests
`IMPLEMENT_COMPLEX_AUTOMATION_TEST` requires overriding `GetTests()` to populate the parameter list, and `RunTest(Parameters)` receives each entry in turn.
```cpp
IMPLEMENT_COMPLEX_AUTOMATION_TEST(FMyAssetLoadTest, "MyGame.Assets.LoadByPath",
EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
void FMyAssetLoadTest::GetTests(TArray<FString>& OutBeautifiedNames,
TArray<FString>& OutTestCommands) const
{
OutBeautifiedNames.Add(TEXT("Sword")); OutTestCommands.Add(TEXT("/Game/Items/BP_Sword"));
OutBeautifiedNames.Add(TEXT("Shield")); OutTestCommands.Add(TEXT("/Game/Items/BP_Shield"));
}
bool FMyAssetLoadTest::RunTest(const FString& Parameters)
{
UObject* Asset = StaticLoadObject(UObject::StaticClass(), nullptr, *Parameters);
if (!TestNotNull(TEXT("Asset loaded"), Asset)) { return false; }
TestTrue(TEXT("Is DataAsset"), Asset->IsA<UPrimaryDataAsset>());
return true;
}
```
### Test Assertion Methods
```cpp
// Equality — overloaded for int32, int64, float, double, FVector, FRotator,
// FTransform, FColor, FLinearColor, FString, FStringView, FText, FName
TestEqual(TEXT("Label"), Actual, Expected);
TestEqual(TEXT("Float approx"), ActualF, ExpectedF, 0.001f); // tolerance overload
// Boolean
TestTrue(TEXT("Label"), bCondition);
TestFalse(TEXT("Label"), bCondition);
// Pointer / validity
TestNotNull(TEXT("Label"), Ptr); // fails if Ptr == nullptr
TestNull(TEXT("Label"), Ptr); // fails if Ptr != nullptr
TestValid(TEXT("Label"), WeakPtr); // IsValid() check on TWeakObjectPtr etc.
// Custom failure messages
AddError(FString::Printf(TEXT("Unexpected damage %d"), Damage));
AddWarning(TEXT("Deprecated path hit"));
// Add error and bail — returns false from RunTest if condition fails
UE_RETURN_ON_ERROR(Ptr != nullptr, TEXT("Ptr must not be null"));
```
### Test Flags Reference
| Flag | Meaning |
|---|---|
| `EditorContext` | Runs in the editor process |
| `ClientContext` | Runs in game client |
| `ServerContext` | Runs on dedicated server |
| `SmokeFilter` | Fast; runs on every CI check-in |
| `ProductFilter` | Project/game-level tests |
---
## Latent Commands (Async Testing)
Use latent commands when the test must wait for an async operation. `Update()` returns `true` when done, `false` to retry next frame.
```cpp
DEFINE_LATENT_AUTOMATION_COMMAND_ONE_PARAMETER(FWaitSecondsCommand, float, Duration);
bool FWaitSecondsCommand::Update() { return GetCurrentRunTime() >= Duration; }
// Enqueue inside RunTest; commands drain sequentially after RunTest returns
ADD_LATENT_AUTOMATION_COMMAND(FWaitSecondsCommand(2.0f));
```
See `references/automation-test-patterns.md` for delegate-wait, timeout, and post-async assertion patterns.
---
## Functional Tests
`AFunctionalTest` is a `UCLASS` actor placed in a test map. Override `StartTest()` and call `FinishTest()` when done.
```cpp
// MyFunctionalTest.h
UCLASS()
class MYGAMETESTS_API AMyFunctionalTest : public AFunctionalTest
{
GENERATED_BODY()
public:
virtual void StartTest() override;
private:
UFUNCTION() void OnTimerExpired();
FTimerHandle TimerHandle;
};
// MyFunctionalTest.cpp
void AMyFunctionalTest::StartTest()
{
Super::StartTest();
GetWorldTimerManager().SetTimer(TimerHandle, this,
&AMyFunctionalTest::OnTimerExpired, 1.0f, false);
}
void AMyFunctionalTest::OnTimerExpired()
{
bool bPassed = /* verify world state */ true;
FinishTest(bPassed ? EFunctionalTestResult::Succeeded
: EFunctionalTestResult::Failed,
TEXT("Timer-based check"));
}
```
Place actors in `Maps/Test_MyFeature.umap`. Run via `RunAutomationTest "MyGame.Functional.MyFeature"` or the Session Frontend.
### TimeLimit
```cpp
// Timeout — auto-fail if test exceeds time limit
void AMyFunctionalTest::PrepareTest()
{
Super::PrepareTest();
TimeLimit = 10.0f; // seconds; 0 = no timeout (default)
}
```
---
## Logging
### Declaring and Defining a Category
```cpp
// MyModule.h — visible across the module
DECLARE_LOG_CATEGORY_EXTERN(LogMyModule, Log, All);
// ^Name ^Default ^CompileTime max
// MyModule.cpp
DEFINE_LOG_CATEGORY(LogMyModule);
// Single-file static category (no extern needed)
DEFINE_LOG_CATEGORY_STATIC(LogMyHelper, Warning, All);
```
### UE_LOG Usage
```cpp
// UE_LOG(CategoryName, Verbosity, Format, ...)
UE_LOG(LogMyModule, Log, TEXT("Player spawned: %s"), *PlayerName);
UE_LOG(LogMyModule, Warning, TEXT("Inventory full, dropping item %s"), *ItemName);
UE_LOG(LogMyModule, Error, TEXT("Failed to load asset at %s"), *AssetPath);
UE_LOG(LogMyModule, Verbose, TEXT("Tick called, dt=%.4f"), DeltaTime);
UE_LOG(LogMyModule, Fatal, TEXT("Unrecoverable save corruption")); // crashes
// Conditional log — condition evaluated only if category/verbosity is active
UE_CLOG(Health <= 0.f, LogMyModule, Warning, TEXT("Actor %s has zero health"), *GetName());
```
### Verbosity Levels (highest to lowest severity)
| Level | When to use |
|---|---|
| `Fatal` | Crash-worthy unrecoverable errors |
| `Error` | Operation failed, needs developer attention |
| `Warning` | Unexpected but recoverable condition |
| `Display` | User-visible output (always shown) |
| `Log` | Standard development info |
| `Verbose` | Detailed per-frame or per-call info |
| `VeryVerbose` | Trace-level; very high frequency |
### Structured Logging (UE 5.2+)
```cpp
#include "Logging/StructuredLog.h"
// Named fields — order does not matter; extra fields beyond the format string are allowed
UE_LOGFMT(LogMyModule, Warning,
"Loading '{Name}' failed with error {Error}",
("Name", AssetName), ("Error", ErrorCode), ("Flags", LoadFlags));
```
### Runtime Log Filtering
```
# Command line: set a category to Verbose at startup
-LogCmds="LogMyModule Verbose, LogAI Warning"
# Console at runtime
Log LogMyModule Verbose
Log LogAI Warning
Log reset # restore defaults
```
---
## Assertions
Assertions are defined in `Misc/AssertionMacros.h`. Understand the build-configuration behaviour before choosing one.
### check / checkf
```cpp
// Active in Debug, Development, Test. REMOVED in Shipping (expression not evaluated).
check(Ptr != nullptr);
checkf(Index >= 0 && Index < Array.Num(),
TEXT("Index %d out of range [0,%d)"), Index, Array.Num());
// Debug-only (DO_GUARD_SLOW — only Debug builds)
checkSlow(ExpensiveValidationFn());
// Marks unreachable code paths
checkNoEntry();
// Marks code that must only execute once
checkNoReentry();
```
### ensure / ensureMsgf
```cpp
// Non-fatal. Logs callstack and submits crash report. Execution continues.
// Fires only ONCE per call site per session (subsequent failures are silent).
if (ensure(Component != nullptr))
{
Component->DoWork(); // safe to call here
}
// With a message
ensureMsgf(Health > 0.f, TEXT("Actor %s has non-positive health %.1f"),
*GetName(), Health);
// Always fires (not just once per session)
ensureAlways(bInitialized);
ensureAlwaysMsgf(bInitialized, TEXT("System not initialized before use"));
```
### verify / verifyf
```cpp
// Expression ALWAYS evaluated (even in Shipping), but only halts in non-Shipping.
// Use when expression has side effects you always need.
verify(Manager->Init());
verifyf(Count++ < MaxCount, TEXT("Exceeded max count %d"), MaxCount);
```
### Decision Guide
| Situation | Macro |
|---|---|
| Class invariant, programmer error | `check` / `checkf` |
| Recoverable condition, want to continue | `ensure` / `ensureMsgf` |
| Expression has side effects always needed | `verify` / `verifyf` |
| Debug-build heavy validation | `checkSlow` |
| User-facing input validation | **none** — use explicit if/return |
---
## Debug Drawing
Debug draw functions from `DrawDebugHelpers.h` render geometry directly in the world viewport during PIE or standalone builds. They are stripped by `#if ENABLE_DRAW_DEBUG` in Shipping.
```cpp
#include "DrawDebugHelpers.h"
// Duration > 0 = seconds visible; bPersistentLines = true for permanent.
// Duration 0 or -1 both show for one frame.
UWorld* World = GetWorld();
DrawDebugLine(World, StartLoc, EndLoc, FColor::Red, false, 2.0f, 0, 2.0f);
DrawDebugSphere(World, Center, Radius, 12, FColor::Green, false, 2.0f);
DrawDebugBox(World, Center, Extent, FColor::Blue, false, 2.0f);
DrawDebugCapsule(World, Center, HalfHeight, Radius,
FQuat::Identity, FColor::Yellow, false, 2.0f);
DrawDebugPoint(World, Location, 8.0f, FColor::White, false, 2.0f);
DrawDebugDirectionalArrow(World, Start, End, 40.0f, FColor::Cyan, false, 2.0f);
DrawDebugString(World, Location, TEXT("Label"), nullptr,
FColor::White, 2.0f, true);
// Clear all persistent debug geometry
FlushPersistentDebugLines(World);
// Guard persistent draws for shipping: #if ENABLE_DRAW_DEBUG ... #endif
// UKismetSystemLibrary::DrawDebugSphere (and siblings) auto-gate behind ENABLE_DRAW_DEBUG
```
---
## Console Commands
### Exec Functions
```cpp
// AMyPlayerController.h
UFUNCTION(Exec)
void ToggleGodMode();
// AMyPlayerController.cpp
void AMyPlayerController::ToggleGodMode()
{
bGodMode = !bGodMode;
UE_LOG(LogMyModule, Display, TEXT("GodMode: %s"), bGodMode ? TEXT("ON") : TEXT("OFF"));
}
```
Exec functions work when typed in the console (~) if on a `PlayerController`, `Pawn`, `HUD`, `GameMode`, `GameState`, `CheatManager`, or `GameInstance`.
### FAutoConsoleCommand and CVars
```cpp
// Registers at static init; no world context needed
static FAutoConsoleCommand GDumpStatsCmd(
TEXT("MyGame.DumpStats"), TEXT("Dump gameplay stats"),
FConsoleCommandDelegate::CreateLambda([]()
{
UE_LOG(LogMyModule, Display, TEXT("=== GameStats ==="));
}));
// With world + args (PIE-safe; prefer this for gameplay commands)
static FAutoConsoleCommandWithWorldAndArgs GSpawnItemCmd(
TEXT("MyGame.SpawnItem"), TEXT("Usage: MyGame.SpawnItem <Name>"),
FConsoleCommandWithWorldAndArgsDelegate::CreateLambda(
[](const TArray<FString>& Args, UWorld* World) { /* spawn */ }));
// CVar — declare in .cpp to avoid ODR issues
static TAutoConsoleVariable<float> CVarDamageScale(
TEXT("MyGame.DamageScale"), 1.0f,
TEXT("Scales all outgoing damage."), ECVF_Cheat);
float Scale = CVarDamageScale.GetValueOnGameThread();
// Attach CVar to an existing variable
float GDrawDistance = 5000.0f;
static FAutoConsoleVariableRef CVarDrawDistance(
TEXT("MyGame.DrawDistance"), GDrawDistance,
TEXT("Draw distance for gameplay objects"), ECVF_Default);
```
### Runtime Command Registration
```cpp
// Runtime registration — call from StartupModule, Initialize, or BeginPlay
IConsoleCommand* Cmd = IConsoleManager::Get().RegisterConsoleCommand(
TEXT("MyGame.ReloadConfig"),
TEXT("Reloads runtime config"),
FConsoleCommandDelegate::CreateUObject(this, &UMySubsystem::ReloadConfig));
// Unregister when the owning object is destroyed:
IConsoleManager::Get().UnregisterConsoleObject(Cmd);
```
Unlike `FAutoConsoleCommand` (static init registration), `RegisterConsoleCommand` registers at runtime and returns a handle for explicit cleanup.
---
## Custom Stat Groups & Profiling Markers
```cpp
// Declare in a .cpp — feeds stat commands and Unreal Insights
DECLARE_STATS_GROUP(TEXT("MyGame"), STATGROUP_MyGame, STATCAT_Advanced);
DECLARE_CYCLE_STAT(TEXT("MySystem Tick"), STAT_MySystemTick, STATGROUP_MyGame);
DECLARE_CYCLE_STAT(TEXT("PathFind"), STAT_PathFind, STATGROUP_MyGame);
void UMySystem::Tick(float DeltaTime) { SCOPE_CYCLE_COUNTER(STAT_MySystemTick); }
FPath UMySystem::FindPath(...) { SCOPE_CYCLE_COUNTER(STAT_PathFind); }
// Named events — colored blocks in Insights, no stat overhead
#include "HAL/PlatformMisc.h"
void UMySystem::HeavyOperation() { SCOPED_NAMED_EVENT(MyHeavyOp, FColor::Orange); }
// CSV profiling — lightweight always-on telemetry written to Saved/Profiling/CSVStats/
#include "ProfilingDebugging/CsvProfiler.h"
CSV_DEFINE_CATEGORY(MyGame, true);
void UMySystem::Tick(float DeltaTime) { CSV_SCOPED_TIMING_STAT(MyGame, SystemTick); }
```
---
## Debugging Techniques
### Visual Logger
```cpp
#include "VisualLogger/VisualLogger.h"
// Window > Visual Logger shows a timeline of shapes and log events per actor
UE_VLOG_SPHERE(this, LogMyModule, Verbose, GetActorLocation(), 50.0f, FColor::Green, TEXT("Patrol point"));
UE_VLOG_SEGMENT(this, LogMyModule, Log, From, To, FColor::Red, TEXT("Path"));
UE_VLOG(this, LogMyModule, Log, TEXT("State: %s"), *StateName);
```
### Gameplay Debugger
Press `'` (apostrophe) in PIE to open the Gameplay Debugger. It shows AI, EQS, Ability System, and custom categories. Register a custom category in module startup:
```cpp
IGameplayDebugger::Get().RegisterCategory("MySystem",
IGameplayDebugger::FOnGetCategory::CreateStatic(&FMyDebugCategory::MakeInstance),
EGameplayDebuggerCategoryState::EnabledInGame);
```
### IDE Breakpoint Debugging
Attach Visual Studio or Rider to the running `UnrealEditor` process (Debug > Attach to Process). Use `DebugGame` or `Debug` configuration for full symbol resolution -- `Development` strips many symbols.
```cpp
// Break on assertion failures -- set breakpoints on these functions:
// FDebug::AssertFailed (check/checkf)
// FDebug::EnsureFailed (ensure/ensureMsgf)
// FDebug::OptionallyLogFormattedEnsureMessageReturningFalse
// Conditional breakpoint example (VS/Rider):
// Condition: Actor->GetName().Contains(TEXT("Enemy"))
// Hit count: break on 5th hit
```
For `check()` and `ensure()` failures, set breakpoints on the handler functions above -- they fire before crash/log, letting you inspect the call stack.
### Crash Analysis
- Minidumps land in `Saved/Crashes/`. Open with `UnrealEditor-Win64-DebugGame` PDB in WinDbg or Rider.
- `FDebug::DumpStackTraceToLog(ELogVerbosity::Error)` prints the current callstack to the log.
- `ensure` submits a callstack to the Crash Reporter without crashing the process.
**Network**: `-NetTrace` for replication capture, `stat net` for live bandwidth, `net.ListActorChannels` for actor channels.
**Key profiling commands**: `stat startfile`/`stat stopfile` (.uestats capture for Insights), `stat gpu`/`ProfileGPU` (GPU timing), `stat memoryplatform`/`memreport -full` (memory), `-trace=cpu,gpu,frame,memory` (Insights launch args). See `references/profiling-commands.md`.
---
## Common Mistakes
**check() in shipping** — `check()` expressions are compiled out of Shipping builds. Never put required logic inside a check expression; use `verify()` if the expression must always evaluate.
**ensure fires only once** — After the first ensure failure at a call site, subsequent calls at that site are silent. Use `ensureAlways` if you need every failure reported.
**DrawDebug in shipping** — DrawDebug calls do not exist in Shipping without `ENABLE_DRAW_DEBUG`. Wrap persistent draws with `#if ENABLE_DRAW_DEBUG`.
**Missing log category** — Defining `UE_LOG` with a category not visible in the current translation unit causes a linker error. Include the header that declares the category.
**Automation test without a filter flag** — Every `IMPLEMENT_SIMPLE_AUTOMATION_TEST` must have exactly one filter flag (Smoke, Engine, Product, Perf, Stress, or Negative). Missing it is a compile-time `static_assert` failure.
**Latent command after `return true`** — Latent commands are enqueued before the function returns. Do not enqueue them after the `return true;` statement.
**Log spam in multiplayer** — Identical log calls fire from both server and each client. Prefix messages with `GetWorld()->GetNetMode()` or use `UE_CLOG(HasAuthority(), ...)` to reduce noise.
---
## Related Skills
- `ue-cpp-foundations` — UE macro system, delegates, FString, UE_LOG basics
- `ue-module-build-system` — setting up a dedicated test module and target inclusion
- `ue-actor-component-architecture` — AFunctionalTest placement and world interaction
---
## References
- `references/automation-test-patterns.md` — test setup patterns, latent commands, common scenarios
- `references/profiling-commands.md` — stat commands, Insights capture, analysis workflowMore Debugging skills
diagnosing-bugs
mattpocock/skills
Diagnosis loop for hard bugs and performance regressions. Use when the user says "diagnose"/"debug this", or reports something broken/throwing/failing/slow.
explore-code
lllllllama/rigorpilot-skills
Rigor Improve implementation leaf skill for auditable candidate implementation in deep learning research repositories. Use when the researcher explicitly authorizes exploratory work on an isolated branch or worktree to transplant modules, adapt a backbone, add LoRA or adapter layers, replace a head, or stitch together meaningful low-risk migration ideas with rollback-aware records in `explore_outputs/`. Do not use for end-to-end exploration orchestration on top of `current_research`, trusted baseline reproduction, conservative debugging, environment setup, verified contribution claims, or default repository analysis.
safe-debug
lllllllama/rigorpilot-skills
Rigor Debug / Rigor Audit skill for deep learning research work. Use when the user pastes a traceback, terminal error, CUDA OOM, checkpoint load failure, shape mismatch, NaN loss symptom, or training failure and wants conservative diagnosis before any patching, with debug fixes clearly separated from research contributions. Do not use for broad refactoring, speculative adaptation, automatic exploratory patching, or general repository familiarization.

