A change was made a while back so that control rig debug print messages would be displayed in the animation editor preview windows.  This is done via calling UEngine::DrawOnscreenDebugMessages from FAnimationViewportClient::DrawCanvas.  This can cause problems with zero (or very low) duration messages because DrawOnscreenDebugMessages will purge any message that has a remaining duration that is less than delta time.  So, depending on which viewport calls DrawOnscreenDebugMessages, messages may appear in the wrong viewport.

Steps to Reproduce
  1. Create an actor blueprint
  2. In the event graph, add a debug print node to print a message to the screen
    1. Set the duration to 0
  3. Drop the actor into the level
  4. Open an animation editor and make sure the preview viewport is visible
  5. PIE
  6. Note how the message will intermittently flicker between being displayed in the level viewport and the animation editor viewport (but not both on the same frame).  When the duration is greater than delta time, the message is displayed in both viewports

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ComponentUE - Anim - Rigging - Control Rig
Affects Versions5.3.2
Target Fix5.5
CreatedJan 11, 2024
UpdatedJan 25, 2024