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Debugging Tools

The system favours visible, in-editor feedback over guesswork. These are the tools to reach for when something looks wrong.

Show Nav Graph (editor)​

On BP_DroneNavManager (or the EUW_BakeDroneNav widget) press Show Nav Graph to draw the baked graph in the viewport without entering Play:

  • Green spheres — connected nodes
  • Red spheres — isolated nodes (no neighbours — bad)
  • Blue lines — connections

It also prints a Nodes | Links | Isolated readout. Hide Nav Graph clears it. This is the fastest way to spot fragmentation or gaps.

Draw Calculated Path (runtime)​

Enable DrawCalculatedPath? on the manager to draw every path the drone computes:

  • Yellow line — the route the drone will fly
  • Green sphere — start, red sphere — goal

If the yellow line clips a wall, the path is at fault (usually clearance — see Tuning). If the line is clean but the drone deviates, it's a following/avoidance issue.

Bake-time warnings​

The bake checks your settings and prints prominent warnings to the output log:

  • Isolated-node warning — N nodes ended up with no neighbours; a high count signals over-tight clearance or volumes that don't reach each other. (Connection distance is derived from GridSpacing and auto-clamped to the √3 floor, so it can't be the cause.)

Treat these as actionable — they point straight at the fix.

Other debug toggles​

  • DrawNearestNodeSearch? (manager) — visualises the nearest-node search that snaps a request's start/goal onto the graph; useful for "Path Not Found" near volume edges.
  • DrawDebug (manager / volume) — draws node locations at runtime. Leave off for shipping.
  • Patrol ShowFitPreview? — the clearance tube along a patrol spline (see Patrol).