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Convai Debug Overlay reference

Every panel, glyph, key, and setting the in-game Convai Debug Overlay exposes, with exact on-screen labels, colors, and keyboard shortcuts.

The Convai Debug Overlay is an in-game panel that displays a selected character's live context states, facts, surroundings text, events, and action queue. It has no Blueprint API and no console variables — the toggle key and the Convai.DebugOverlay console command are the entire surface. For a task-oriented walkthrough, see Inspect a character with the Convai Debug Overlay.

Toggle

Method
Default
Notes

Key chord

Ctrl+Alt+K

Configurable. Ignored while a text field has keyboard focus.

Console command

Convai.DebugOverlay

Toggles the same overlay; works regardless of the configured key.

Settings

Configured on UConvaiSettings, category Debug Overlay, under Project Settings > Plugins > Convai.

Setting
Type
Default
Description

Toggle Key (with Ctrl+Alt)

FKey

K

The key combined with Ctrl+Alt to open or close the overlay.

Allow In Shipping Builds

bool

false

When off, the overlay is a silent no-op in Shipping and Test builds: no widget appears, and both the toggle key and Convai.DebugOverlay do nothing.

There is no separate enable switch. The overlay is always available in the Editor, in Play In Editor, and in Development builds.

Build availability

Build type
Behavior

Editor, Play In Editor, Development

Overlay always available.

Shipping, Test

Silent no-op unless Allow In Shipping Builds is on. No widget, no response to the key chord or console command.

Format
When shown

Convai Debug — no character

No character is selected.

<CharacterName> · TALKING · looking at <Attention>

A character is selected, currently talking, with an attention object set.

<CharacterName> · idle

A character is selected, not talking, with no attention object set.

Panels

Panels apply to the currently selected character.

Panel label
Contents

CONTEXT STATES

Key : value rows for every tracked context state. A row belonging to the currently selected object is tinted cyan. Each row carries a pulse dot colored by its response setting: red for Always, amber for Auto, grey for Never.

FACTS

Key : value rows for facts given to the character. Collapses when there are no facts.

SURROUNDINGS

One row per nearby object: the object name, — reached once the character's last move to it completed, — no path when navigation could not find a route, the verbatim sentence the character receives about the object, and (pending flush) when the entry is staged but not yet sent.

EVENTS

The last six committed events, in chronological order, followed by anything staged for the next flush (marked (pending flush)) and any one-shot events (marked (one-shot)). Collapses when there is nothing to show.

World-space markers

Glyph
Meaning

A registered character or UConvaiObjectComponent in the level.

A named, enabled movement point on a registered object.

Both marker types fade when occluded by level geometry.

Action queue and results

Shown above the selected character.

Glyph or format
Meaning

▶ <action>

The currently executing action.

■ cancelling · <action>

The current action, in the process of being cancelled.

· <action>

A queued action, not yet executing.

<action> — done

The action succeeded. Shown in the results ribbon for 2.5 seconds.

<action> — failed (<note>)

The action failed, with an optional note. Shown for 2.5 seconds.

<action> — aborted (<note>)

The action was aborted, with an optional note. Shown for 2.5 seconds.

Selection

Input
Effect

PgUp

Cycle to the previous item in the current selection mode.

PgDn

Cycle to the next item in the current selection mode.

Shift + PgUp / PgDn

Switch selection mode between characters and objects, then cycle.

Selection is keyboard-only; there is no mouse picking.

Not a Blueprint surface

The debug overlay exposes no Blueprint nodes, no UFUNCTIONs, and no console variables (CVars). The classes that implement it are internal: neither is BlueprintType, and the overlay widget lives in a private header. The toggle key and the Convai.DebugOverlay console command are the complete API — there is nothing further to call from Blueprint or C++.

Inspect a character with the Convai Debug OverlayTroubleshooting

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