Ensure to have the cvar ai_debugDraw set to 1 in order for other cvars to show their debug information:
ai_debugDraw 1
CVar/Command | Values | Description |
---|---|---|
ai_debugMNMAgentType | e. g. "MediumSizedCharacters " | specifies the name of the Agent type for which to draw the NavMesh |
ai_debugDrawNavigation | 0/1/2/3/4/5 | draws the NavMesh with additional information (triangles, islands, etc.) depending on the value of this cvar |
ai_DebugDrawNavigationWorldMonitor | 0/1 | draws red bounding boxes whenever the NavMesh gets regenerated due to world changes |
ai_MNMAllowDynamicRegenInEditor | 0/1 | if enabled, regenerates the NavMesh whenever switching between edit and game mode in Sandbox to ensure the NavMesh is up-to-date when all affecting objects are reverted to their initial state |
ai_MNMDebugAccessibility | 0/1 | if enabled, draws areas that are disconnected from other areas in red |
ai_MNMProfileMemory | 0/1 | if enabled, draws information about the current memory usage, number of triangles, etc. of the NavMesh on a per-Agent basis |
CVar/Command | Values | Description |
---|---|---|
ai_DrawPath | "none ", "all ", (desired entity name) | draws line-segments and path node numbers along the found path that is about to get traversed |
ai_DrawPathFollower | 0/1 | draws debug information about the look-ahead position to follow while traversing the whole path |
ai_DebugPathfinding | 0/1 | prints some information about the start/end points of the found path to the console |