Within the actor snapshot area, you can categorize information into different sub-trees, each of which are expandable. However as you scrub through the timeline and new events happen, any sub-categories are always closed. It is not worth expanding them all every time we change frames, so you're basically forced to not use the subcategories even though they are implemented.

Steps to Reproduce
  1. Create an actor using the code below
  2. Create a blueprint of that actor
  3. Drop it into a level
  4. Open the visual logger and start recording
  5. Play the game
  6. Scrub along the timeline until you find an event where the ExampleActor has logged
  7. Click on one of the subcategories to open it
  8. Now continue scrubbing. Note that the "Score" value ticks up, but the previously-opened subcategory closes.


// ExampleActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "VisualLogger/VisualLoggerDebugSnapshotInterface.h"
#include "ExampleActor.generated.h"
class AExampleActor : public AActor, public IVisualLoggerDebugSnapshotInterface
   virtual void Tick(float DeltaTime) override;
   int32 Points = 0;
       virtual void GrabDebugSnapshot(FVisualLogEntry* Snapshot) const override;
// ExampleActor.cpp
#include "ExampleActor.h"
#include "VisualLogger/VisualLogger.h"
void AExampleActor::Tick(float DeltaTime)
   Points += 1;
void AExampleActor::GrabDebugSnapshot(FVisualLogEntry* Snapshot) const
   const int32 CatIndex = Snapshot->Status.AddZeroed();
   FVisualLogStatusCategory& Category = Snapshot->Status[CatIndex];
   Category.Category = TEXT("Example Actor");
   Category.Add(TEXT("Points"), FString::Printf(TEXT("%d"), Points));
   FVisualLogStatusCategory SubCategory(TEXT("Sub category"));
   SubCategory.Add(TEXT("This is always auto-closed"), "Drag through the timeline and it defaults to closed");

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ComponentUE - AI
Affects Versions5.0
Target Fix5.2
Fix Commit23446521
Main Commit23446521
CreatedAug 2, 2022
ResolvedDec 8, 2022
UpdatedFeb 7, 2023