User Guide (Version 1.13)

Debugging Character Skeleton Issues

You can use the console variable p_draw_helpers to determine whether a character's physical skeleton is set up and working correctly.

You can display the following entity and helper types in the view port of Lumberyard Editor. To indicate the entity and helper types to display, enter options after the console variable p_draw_helpers. A list of possible options is shown following.

For example, if you enter p_draw_helpers larRis_g in the Console window, the window displays geometry for living, static, sleeping, active, independent entities, and areas in the view port.

Entity Types to Display

t - show terrain s - show static entities r - show sleeping rigid bodies R - show active rigid bodies l - show living entities i - show independent entities g - show triggers a - show areas y - show rays in RayWorldIntersection e - show explosion occlusion maps

Helper Types to Display

g - show geometry c - show contact points b - show bounding boxes l - show tetrahedra lattices for breakable objects j - show structural joints (will force translucency on the main geometry) t(#) - show bounding volume trees up to the level # f(#) - only show geometries with this bit flag set (multiple f's stack)


If the skeleton is in the default pose, you might need to choose AI/Physics in the bottom toolbar of the view port in Lumberyard Editor.