~/talk

The Visual Logger: For All Your Gameplay Needs!

slides:none on file

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

  1. 0:00Intro
  2. 2:21Sea of Thieves
  3. 3:38What is the Visual Logger?
  4. 3:56How to use the Visual Logger
  5. 6:42You can zoom in on the timeline with the mouse wheel
  6. 7:25Let's write some visual logging code
  7. 9:14We can just log text
  8. 10:25What else can you draw with the Visual Logger?
  9. 12:38Visualising water height EQS queries
  10. 14:24Visualising shark path following
  11. 15:23Visualising the megalodon bites
  12. 18:43Visualising projectiles
  13. 19:41Visualising tentacles
  14. 22:17Using the Visual Logger to debug network gameplay
  15. 26:53Solving an actual network bug with the Visual Logger
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