> For the complete documentation index, see [llms.txt](https://docs.convai.com/api-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.convai.com/api-docs/plugins-and-integrations/convai-unreal-engine-plugin/troubleshooting/convai-debug-overlay-reference.md).

# 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](/api-docs/plugins-and-integrations/convai-unreal-engine-plugin/troubleshooting/convai-debug-overlay.md).

### 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. |

### Header

| 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 `UFUNCTION`s, 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++.

### Related reference

{% content-ref url="/pages/t0NOVHBWTv5heC0bcyU5" %}
[Inspect a character with the Convai Debug Overlay](/api-docs/plugins-and-integrations/convai-unreal-engine-plugin/troubleshooting/convai-debug-overlay.md)
{% endcontent-ref %}

{% content-ref url="/pages/RoMMd8QlITNHZ4C7DbG4" %}
[Troubleshooting](/api-docs/plugins-and-integrations/convai-unreal-engine-plugin/troubleshooting.md)
{% endcontent-ref %}


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