DrDebug — The Render Debug Suite Unreal Engine 5 Should Have Had

Demo Video

Split Screen mode

Split Screen mode

PBR Checker follows camera, works when using RMB+C/Z for changing FOV, it uses maths to calculate static position on the right side of screen

World normal Debug, reacts to Directional Light direction to easily spot flipped / broken, normals

Reflection Debug, debug reflection buffers easily, fast, with customisable ramps to match your project standards

Seamlessly supports multiple viewports, widget automatically teleports to other viewports with ability to pin it to desired viewport. Debug modes are smart enough to visualise the active viewport and ignore the others for better experience.

Super performant built C++ RGB Scopes, Waveform & Histogram.

Documentation Available, explore tons of production speeding features.

Documentation Available, explore tons of production speeding features.

Get DrDebug: www.drdebug.art
Link above includes features, documentation & more.

This is not another “nice-to-have” utility. DrDebug is a custom-engineered, 6000+ line C++/Blueprint/Slate look-dev suite built to expose the mathematical ground truth of your pixels, My 12 years of Experience in AAA Industry with technical shaders, lighting, materials turned into a tool. Stop guessing through broken view modes, fake masks, or buried console variables.

This is the toolset you reach for when:

-Your Albedo looks right in theory, but wrong in-engine.
-Your Project doesn't have PBR Standards.
-Your Project PBR Standards take time to set.
-Your Reflections don’t add up.
-Your Decals are fighting the scene.
-Eye-adaptation and Exposure are lying to you.
-Your Ray Tracing setup is acting suspicious.
-Your team needs one shared debugging standard instead of ten different guesses.

Built for Production Pipelines
-This isn't a portfolio gimmick. It's engineered for studio-wide, Perforce-friendly workflows.
-Shared Project Presets: Leads can establish a shared baseline for the whole team.
-Local User Presets: Artists can work and debug locally without polluting the project.
-Zero Footprint: 100% touch-free transient architecture. No dirty levels. No master material edits.

Who is this for?

Environment, Character, Technical artists, Look-dev artists, Lighting, and Material/Shader artists who want faster diagnosis and zero wasted iteration.

Date
April 12, 2026