Debugging & Troubleshooting
Debug logging, visual debugging, FAQs, and common issue solutions.
Enable Debug Logging
In AI Controller Blueprint:
ActionEvaluation → bDebugLog: true
MovementEvaluator → bDebugLog: true
ThreatDetection → bDebugLog: true
Output Log Messages:
LogEvaluation: Evaluating 3 actions...
LogEvaluation: [LightAttack] Dist:180 Angle:15 Score:0.95 SELECTED
LogEvaluation: [HeavyAttack] Dist:180 Angle:15 Score:0.60 (cooldown:1.2s)
Visual Debugging
Console Commands:
// Show debug for entire SEC system
Evaluator.Debug.DrawAvoidance 0-1
Evaluator.Debug.DrawScoring 0-1
Evaluator.Debug.LogAvoidance 0-1
Evaluator.Debug.LogMovement 0-1
Evaluator.Debug.LogScoring 0-1
Evaluator.Debug.LogStrafeState 0-1
Evaluator.Debug.LogStrafeSwap 0-1
Melee.Debug.DrawTracing 0-1Common Issues
Majority of the times, logs will tell you what is wrong, but if you have a specific case;
AI doesn't attack
Possible Causes:
- Ability not granted to ASC and ExecuteAbility is not marked with GrantAbilityIfMissing.
- AbilityTag mismatch, update ability tags on the DataAssets if you changed them somewhere else.
- Action on cooldown, check your cooldowns and cooldown randomization
- No valid actions in ActionSet
Solutions:
- Check ASC grants ability with correct tag
- Verify ActionSet AbilityTag matches ability's tags
- Enable bDebugLog to see why action isn't selected
- Check distance/angle ranges in ActionSet
AI gets stuck after attacking
Cause: End event not sent
Solution:
- Verify that you are using GameplayAbilityBase, it is necessary for end ability to be detected by SEC components.
- Check ability sends event on completion, cancellation, AND interruption
- Look for "Waiting for action to complete..." in log (means no end event received)
Weapon doesn't deal damage
Possible Causes:
- Socket ID mismatch
- Trace channel not configured
- Damage config not set
- No MeleeTraceComponent on character
Solutions:
- Verify notify state Socket IDs match weapon TraceSockets IDs exactly
- Check trace channel, debug and see if it actually hits
- Assign DamageConfig to weapon
- Ensure character has USECMeleeTraceComponent (inherited from base)
AI doesn't move
Possible Causes:
- Movement task not ticking
- NavMesh not present above hybrid movement range
- DirectControlThreshold too high/low
Solutions:
- Verify STTask_AIMovement is in root state with [Tick]
- Press P in viewport to show NavMesh
- Adjust DirectControlThreshold (try 500-700)
- Enable MovementEvaluator debug logging
FAQ
Can I use this with my existing character?
Yes. Add the components to your controller and character, create an ActionSet, and set up a StateTree. The plugin is designed to integrate with existing projects.
Does this work with multiplayer?
Not yet. Current version is single-player focused. Multiplayer support is planned for Q2 2026.
Can I use this without Gameplay Ability System?
The melee trace system can work standalone, but action execution relies on GAS. Implementing a non-GAS execution mode is possible with only using behavior tree execution, but i would highly recommend to explore GAS if you didn't yet.
What Unreal Engine versions are supported?
Only UE 5.7+. StateTree APIs have breaking changes between versions, so other versions are not compatible.
Can I make bosses with this?
Yes. The system scales well. Use ActionSets with phase-specific actions, swap sets at health thresholds, and combine with custom Behavior Tree sequences for scripted attacks.
How do I make ranged enemies?
There is already an example for Supporter role. Pay attention to how they execute their ranged ability. It is quite simple to implement your own by looking at it.
Is source code included?
Yes. Full C++ source is included under MIT license.
Support & Resources
Purchase: Fab Marketplace
Support: Contact through Discord, Fab Marketplace or via email
Updates: Plugin updates delivered through Fab Marketplace
Feature Requests: Contact via Discord, Fab Marketplace, or via email
SoulslikeCombat - Built by Hakan Erünsal to save developers time and provide a professional foundation for action combat AI.
