Frequently Asked Questions
Everything you need to know about DrDebug's capabilities, performance, and integration.
DrDebug is a custom-engineered rendering toolkit for Unreal Engine 5.5+, built on over 6000 lines of dedicated C++, Featuring its own Material Nodes, Blueprint nodes, and Slate UI , it doesn't rely on third-party plugins, It provides deep introspection tools, allowing technical artists and developers to debug shaders, materials, and rendering pipelines in real-time easily & directly within the viewport.
Because it actually does what it promises, and there is nothing else like it on the market. Most marketplace plugins are just basic Blueprint wrappers that fire standard Unreal console commands. They require you to mess around with your master materials, blueprints, or .ini files just to get them working.
DrDebug is a custom C++ rendering toolkit that brute-forces the engine into behaving the way an artist actually needs it to.
It solves notoriously broken vanilla limitations (like true decal/DBuffer isolation as an example), engineered with 'Monkey-Dev Prediction' to be 100% bulletproof against editor crashes, chaotic projects, scenes and broken UI/UX Situation.
It doesn't just show you what Unreal wants you to see, it gives you the absolute, mathematically accurate ground truth, all while remaining totally Cook-Safe with a zero-footprint impact on your game.
Because Unreal’s built-in view modes don't always tell you the truth, especially when dealing with decals, complex lighting, and post-processing. For example, many artists use "Unlit" to judge their BaseColor not realizing that Unlit is still influenced by Metallic and Specular, meaning you aren't actually reading true BaseColor!.
DrDebug doesn't just toggle standard engine features, it has its own built-in buffers,
it forces the engine to isolate data you normally can’t access, tells you if your Colors are influenced by Metallic or Specular, and shows you were exactly. Need to see the true 1-bit alpha of a decal separate from the mesh & read its value on the screen?
Vanilla UE5 can’t do that without breaking, the Decal Mask Buffer is gone, meaning you can't even make a custom Post Process material to debug it.
DrDebug does it in one click. It gives you the absolute, uncompromised ground truth of your pixels, in real-time.
Flawlessly. Because DrDebug operates primarily by reading the final composed GBuffers and custom C++ material node injections, it is entirely agnostic to the underlying geometry pipeline. Whether a mesh is Nanite or standard, DrDebug reads the mathematical truth of the pixel. Lumen’s indirect lighting and reflections are captured perfectly in the Exposure and Telemetry readouts. It automatically knows & reads the correct values whether you're using RayTracing, ScreenSpace, Lumen, Megalights or something else.
DrDebug uses zero magic numbers. Every single algorithm and data reader utilizes accurate color space conversions, taking the tone mapper into consideration, color spaces such as (Linear vs. sRGB), targeting the Linear sRGB REC709 standard that UE uses. For lighting debugs, DrDebug uses pure math formulas to calculate EV Values, Lux, NIT, False Color, RGB Histogram & Waveform, Furthermore, you can customize the ramps and color mapping of these debug modes for extra accuracy. Every algorithm used is mathematically proven and tested before being coded into a feature.
You can reach out to Abderrezak for support or questions via email support@drdebug.art.
It is 100% Cook-Safe. DrDebug is built strictly as an Editor-only module. The Unreal Automation Tool physically ignores it when you package your project. It will never end up in your final deployment build, meaning you get all the debugging power with zero risk to your shipped product.
The package includes the pre-compiled binaries for your selected engine version, the complete C++ source code (depending on your license tier), comprehensive documentation, and example maps demonstrating the debugging features.
Absolutely not. DrDebug is a Zero-Footprint, Touch-Free tool. You do not need to add custom nodes to your Master Materials. You do not need to add tags to your actors. You open it, diagnose your errors, and close it. When closed, it instantly flushes its cache, hands the RAM back to your OS, and restores your world in a microsecond.
Not at all. DrDebug was built by a AAA Tech Artist who spent +12 years on both the art and technical sides of the industry. It was built specifically so you don't have to be a Tech Artist to fix your scene.
You don't need to hunt for obscure console variables, build fake emissive masks to debug a normal map,
or guess why your FPS is dropping. It takes complex shader math and engine architecture and turns it into a sleek, 1-click dashboard. It's like having a Senior Tech Artist friend looking over your shoulder, instantly telling you exactly what is wrong with your lighting or materials without any guessing or lying.
Because art departments deserve a tool that eases stress, saves time, and maintains visual consistency without the headache. DrDebug permanently eliminates the "guesswork loop", the endless cycle of guessing what a shader is doing, tweaking a value, waiting for compilation, and checking again.
By giving your artists immediate access to Live Viewport Telemetry, the Split-Screen Scalpel, the Decal Debugger, and accurate Normal and Reflection debuggers, you establish studio-wide standards visually. It pays for itself the very first time it saves a developer an evening of blind troubleshooting,
easily saving days of work per milestone.
Still have questions? Check out our Documentation or Contact Support.