Debugging
This guide explains how to investigate and resolve KawaiiPhysics issues.
Debug Display
Collision Visualization
Collision shapes can be displayed in the editor.

Supported Collision Shapes
| Shape | Debug Display | Version |
|---|---|---|
| Sphere | Wireframe sphere | - |
| Capsule | Wireframe capsule | - |
| Plane | Plane grid | Improved in v1.20.0 |
| Box | Wireframe box | Added in v1.20.0 |
Bone Chain Verification
You can visually verify which bones have physics applied.
GameplayTag Filtering
Version Info
Added in v1.17.0, enhanced in v1.20.0
Debug display targets can be filtered using GameplayTags. Useful when you want to debug display only specific characters among many characters.
Common Issues
Bones Don't Move
Cause 1: Root Bone setting mistake
- Physics is not applied to Root Bone itself
- Verify child bones exist
Cause 2: Extreme parameters
// Stiffness too high
Stiffness = 1.0f; // Almost no movement
// Appropriate value
Stiffness = 0.05f;
Bones Are Erratic
Cause: Damping too low
// Doesn't converge
Damping = 0.0f;
// Appropriate value
Damping = 0.1f;
Penetrating Through Body
Cause: Collision not set or too small
- Verify collision size
- Verify Driving Bone is correct
Performance Degradation
- Verify bone count
- Verify collision count
- See Performance
Console Commands
// KawaiiPhysics statistics
stat KawaiiPhysics
// General animation statistics
stat Anim
Log Output
// Enable verbose logging
UE_LOG(LogKawaiiPhysics, Verbose, TEXT("Debug info"));
Reporting Issues
If the issue persists, please report it on GitHub Issues.
Information to include when reporting:
- UE version
- KawaiiPhysics version
- Steps to reproduce
- Screenshots/videos