The Visual Logger: For All Your Gameplay Needs!
summary
Built‑in Unreal Visual Logger records timelineed debug draws and text and is shown used across Sea of Thieves for concrete debugging: EQS points and navmesh probes for AI, water‑height sample points to catch choppy wave errors, curved shark path previews and a megalodon bite timing simulator that matched animation to hull contact, projectile time‑of‑flight traces overlaying client and server, and a custom timestamp sync using the game's replicated time service that reveals and fixes an invulnerable tentacle network bug. These tools run only while recording and proved effective at reproducing and fixing real networked gameplay issues.
AI-written summary · about
chapters (15)
- 0:00Intro
- 2:21Sea of Thieves
- 3:38What is the Visual Logger?
- 3:56How to use the Visual Logger
- 6:42You can zoom in on the timeline with the mouse wheel
- 7:25Let's write some visual logging code
- 9:14We can just log text
- 10:25What else can you draw with the Visual Logger?
- 12:38Visualising water height EQS queries
- 14:24Visualising shark path following
- 15:23Visualising the megalodon bites
- 18:43Visualising projectiles
- 19:41Visualising tentacles
- 22:17Using the Visual Logger to debug network gameplay
- 26:53Solving an actual network bug with the Visual Logger
related talks
52mOptimising your game AFTER it ships
58mUE4 Performance and Profiling
36mDebug, Analyze and Optimize Games with Intel Tools
01h 03mMaximizing Your Game's Performance in Unreal Engine
01h 00mUnreal Engine Game Optimization on a Budget
38mVirtual Production in UE4
53mPutting Spectators In the Driver’s Seat: How Our Industry Is Changing As Games and Media Merge.
43mThe Magic of Unreal Engine 4
