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Inworld Agent Runtime adds a new category Inworld Graph to the Unreal Engine Gameplay Debugger system. See the official Unreal documentation: Using the Gameplay Debugger in Unreal Engine.

Launch the Gameplay Debugger

  • Press the apostrophe key " to toggle the Gameplay Debugger. This is the Unreal Engine default and can be changed in your input settings.

What it shows

This debugger mirrors much of the information you can access via Portal (see Portal Traces), but it links directly to the actors running the graphs so you can visually inspect what is happening in real time within your game. You can inspect executions on a per-actor/object basis as they run.

Views

Startup state

When you first open the debugger, depending on the map you’re running, there may be no graph executions yet. In that case, you’ll see an empty state like this: Startup view — no executions detected.

Live execution updates

When a graph starts running, the debugger immediately updates with the execution steps of the graph: Live execution history.

Inworld Graph category layout

Graph executions are listed in the left column (chronological, oldest to newest). Details for the selected execution appear in the right column: Inworld Graph category UI.

Controls

  • Switch actor: Shift + Page Up or Shift + Page Down
  • Switch execution history: Page Up or Page Down
  • Clear all history: Backspace

Editor utility widget

If you’re running in the editor, use the Editor Utility Widget EUW_HistoryViewer to browse and inspect graph executions.
  • Open via Content Browser: /Plugins/Inworld Content/Utilities
Editor Utility Widget location. In the widget:
  • Left panel: Select an execution history.
  • Middle panel: View the node execution history for the selected graph.
  • Right panel: Send feedback to Portal for the selected execution to support controlled evolution workflows.
Editor Utility Widget panels.