Advanced Damage Debugging
Enable Debug Advanced Damage System on the DMC under Settings - Deformation > Advanced Damage during Play. It is off by default and is independent of all other debug switches.
Setup
- Select the DMC that owns the damage and any Damage Zone boxes.
- Enable Debug Advanced Damage System in its Advanced Damage category.
- Enter Play mode, trigger an impact and inspect the zone display, status text and output checks below.
- Disable this debug setting again when measuring normal gameplay performance.
Zone display
The debug mode shows the zone components, their labels, resistance values and an inner blend-boundary wireframe. Section resistance, accumulated damage and shear are displayed as text.
| Zone color | Meaning |
|---|---|
| Toward red | Softer than neutral |
| Green | Neutral resistance 1 |
| Toward blue | Stronger than neutral |
The gradient reaches blue at resistance 3. Use the numeric label to distinguish higher values.
Colors represent configured resistance, not accumulated damage. Equal resistance values produce equal colors. Impacts can accumulate section damage without changing the box's resistance or color.
If boxes are missing, check that they are active and under the intended DMC. Turning debug off restores their previous display state without changing other debug systems.
Hit status
The status separates:
- Hits accepted since debug was enabled.
- Initialization/retry work.
- Pending GPU scheduler work.
- Render-thread submissions.
Submitted does not mean GPU-completed. Use the output diagnostics to check actual mesh data rather than treating a submission counter as proof of visible deformation.
Output checks
GPU diagnostics sample positions and the rendered red damage channel asynchronously. The checks are throttled, rotate across LODs and describe an earlier GPU state. They are not an instantaneous whole-actor measurement. CPU diagnostics inspect published mesh output.
The Set Debug Advanced Damage System node toggles this mode. Get Advanced Damage Debug Status returns the cached text; reading it does not trigger another GPU readback.
Turn diagnostics off before comparing normal gameplay performance. This switch controls only its own drawings, counters and output checks; other enabled debug or profiling modes remain active.