# Debugging

### Check For Errors <a href="#console-commands" id="console-commands"></a>

The plugin is integrated with the [**Map Check**](https://dev.epicgames.com/documentation/en-us/unreal-engine/map-check-errors-in-unreal-engine) feature of Unreal in **Build -> Map Check**. Use this to find build time errors such as actions with invalid targets, or function names selected.

<figure><img src="https://1586816513-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FJUOUKxX4X7uzzyzY7fQb%2Fuploads%2FgqdPP4kopw1d5EPT7epX%2FMapCheck.jpg?alt=media&#x26;token=1846ab29-cef8-47c3-8565-f1303004916f" alt=""><figcaption></figcaption></figure>

### Runtime Errors <a href="#console-commands" id="console-commands"></a>

To effectively debug runtime errors, you will need to enable some console commands and look at the logs of the game to figure out what the issue is.

All error messages and issues are logged to the [**Output Log**](https://dev.epicgames.com/documentation/en-us/unreal-engine/logging-in-unreal-engine) in **Window -> Output Log**. Use the `-log` launch parameter to see logs when you are not playing in the editor (e.g. in Standalone Game play mode, or packaged builds).

### Console Commands

The console can be opened with the tilde (\~) key by default. Here is the list of console commands that are available for use with the plugin:

<table><thead><tr><th width="428">Command</th><th>Description</th></tr></thead><tbody><tr><td><code>ActorIO.DebugActions &#x3C;bool></code></td><td>Enable I/O action execution messages. Enabled by default.</td></tr><tr><td><code>ActorIO.WarnAboutInvalidTarget &#x3C;bool></code></td><td>Warn about missing or invalid target actor when executing I/O action.</td></tr><tr><td><code>ActorIO.LogNamedArgs &#x3C;bool></code></td><td>Log named arguments to console when executing I/O action.</td></tr><tr><td><code>ActorIO.LogFinalCommand &#x3C;bool></code></td><td>Log the final command sent to the target actor after executing I/O action.</td></tr></tbody></table>
