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      • Introduction
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      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
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      • API Reference

        • ALCCActorBase
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        • SOG / SPZ / PLY Actors
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3DGS Rendering Logs and Debug Tools

This page covers how to obtain diagnostic information and how to read each tool. To locate a problem by symptom, see Troubleshooting.

Viewing the Plugin Log

The plugin log has two categories:

CategorySource
LogLCCLCC pipeline and common features (loading, collision, licensing, utility functions)
LogLCC2Specific to the LCC2 pipeline

Viewing It in the Editor

Open Window > Output Log. While investigating, type LogLCC in the filter box to find the plugin messages quickly, or run the commands below in the console to raise the log level:

log LogLCC Verbose
log LogLCC2 Verbose

The editor log file is located at:

<project directory>/Saved/Logs/<project name>.log

Viewing It in a Packaged Build

Launch a Development build with the -log parameter to bring up a console window. The log file is located at:

<package directory>/<project name>/Saved/Logs/<project name>.log

Shipping builds print no log by default, so use a Development build for investigation.

When reporting an issue, attach the complete log file of the run where the problem occurred, not just a few filtered plugin lines. Locating a problem often requires the context outside the plugin.

Render Statistics: stat XGrids

Run stat XGrids in the console, or use the Stats button under the Actions category of the Actor Details panel.

Read it together with stat unit to first judge whether the bottleneck is the 3DGS.

Count Items

The most frequently read items:

MetricMeaning
Total SplatsTotal splat count of the dataset
Level0 SplatsSplat count of Level 0 (the highest precision)
Current Render SplatsSplat count actually rendered in the current frame, the main item for judging render load
Current Render Main SplatsAmount of main data rendered in the current frame
Current Render Environment SplatsAmount of environment data rendered in the current frame
Total NodesTotal node count
Current Render NodesNode count rendered in the current frame
Visible Node NumVisible node count
LCC Draw CallDraw call count produced by the plugin
LCC Sort NumNumber of sorts
Camera NumNumber of cameras taking part in rendering

How to use it: when Current Render Splats keeps sitting close to the limit of Max Splat Num, the count limit is already cutting things off and the image detail is reduced. Either raise the limit (performance for quality), or adjust Level Factor to reduce nodes at the source.

The total data size can also be read from code, see GetSplatNumber.

Timing Items

Costs broken down by stage, used to locate which step is slow:

MetricCorresponding stage
Render LCCTotal plugin render cost
Traversal TimeNode traversal, which decides the nodes rendered this frame
Determine Nodes LevelComputing the precision Level of each node
Load Data To CPUReading data into memory
Upload To GPUUploading data to video memory
Splat SortSplat sorting (required for translucent rendering)
Node SortNode sorting
Build Mesh BatchBuilding the draw batches
Wait Node ReadyWaiting for node data to be ready
Component UpdateComponent updates
Update Camera InfoCamera information updates
Load Meta FileLoading the meta information file
Load Index DataLoading the index data (LCC pipeline)
Load Collision DataLoading collision data
Load Environment DataLoading environment data
Update CollisionCollision updates
Get Physics Trimesh DataGenerating the physics collision mesh
Release MemoryMemory release
Preload NodeNode preloading
Get From CacheFetching data from the cache
Create ThreadThread creation
Draw Node BoxNode bound drawing (only while debug visualization is enabled)

How to use it:

  • When Splat Sort is high, the LCC pipeline can raise Sort Factor to sort less often
  • When Wait Node Ready is high, data loading cannot keep up, possibly a slow disk or too few threads
  • When Upload To GPU is high, the amount uploaded per frame is large, so adjust Level Factor or Max Splat Num
  • When Update Collision and Get Physics Trimesh Data are high, lower Max Load Collision Distance

For the complete tuning workflow, see Performance Guide.

Memory and Video Memory Items

MetricMeaning
CPU UsageMemory used by the plugin
GPU UsageVideo memory used by the plugin
Position Data(For Raycast) UsageUsage of the position data for ray tests
Collision Data UsageUsage of collision data
CPU Occupy PercentagePercentage of memory used
GPU Occupy PercentagePercentage of video memory used

The percentage items correspond to the release thresholds in the project settings. Usage sitting close to Max GPU Usage Percetage For Free for long periods means resource reclamation triggers frequently, which can cause stutter.

For the video memory allocation rules and budget limits, see Rendering.

Thread Items

MetricMeaning
Collision Loader Thread NumNumber of collision loader threads
Exporter Thread NumNumber of exporter threads

Node Bound Visualization

Toggle it with the Debug Node Bound button under the Actions category of the Actor Details panel, or run in the console:

r.Xgrids.DrawNodeBox 1

This draws the currently loaded nodes as wireframe boxes. The box color corresponds to the Level of the node: red, orange, yellow, green, blue, and purple progress in order, where red is the lowest Level (the highest precision) and white is the highest Level (the lowest precision).

For the node and Level concepts, see Rendering.

How to read it:

  • Red boxes still rendered in the distance mean the precision is too high and performance is wasted. Raise Level Factor
  • Cool-colored boxes everywhere up close mean the precision is pushed down too hard and the image looks blurry. Lower Level Factor or check Start Level
  • A box count far above expectation means Max Distance may be set too large

It only works in the editor and Development builds. The matching code interface is DebugNodeBound.

Collision Visualization

Toggle it with the Show Collision button under the Actions category of the Actor Details panel, or run in the console:

r.xgrids.DrawCollision 1

This draws the wireframe of the loaded collision bodies.

How to read it:

  • No wireframe at all: the data contains no collision file, or bEnableCollision is off, see Collision Prerequisites
  • Wireframe only nearby: normal behavior, since collision streams in by distance and is limited by Max Load Collision Distance
  • The wireframe is offset from the image content: the collision data does not match the render data, contact technical support

Enable this first when investigating line traces that miss or characters clipping through, to confirm whether collision was actually loaded. For the loading mechanism, see Collision; the code interface is ShowCollision.

Frame Rate Display

The Show FPS button under the Actions category of the Actor Details panel is equivalent to running stat fps in the console. Read it together with stat unit to see the cost distribution across threads.

Common Log Message Reference

Look up the meaning and action by message content. All of the following are the exact text the plugin outputs.

Loading

Log messageMeaning and action
LCC file :<path> does not exist.The path does not exist. Verify the path; relative paths are based on Content
meta.lcc file :<path> load error,Please check.Parsing the LCC1 meta information file failed, the file may be corrupted
Load Meta.lcc error,Please check your file!Same as above
Read index.bin error,path:<path>.Reading the index file failed. Confirm index.bin exists and is not corrupted
LCC4Unreal do not support this file format!The format is not supported, confirm the extension is within the supported range
The data file:<path> does not exist,Please check your file!A data chunk file is missing, the data directory may be incomplete

Collision

Log messageMeaning and action
There is neither collision.bin nor collision.lci in the folder:<path>, please check.There is no collision file in the data directory, so collision cannot be enabled for this data
Failed to open file <path>Opening the collision file failed, check file permissions and integrity
Read collision data error,path:<path>.Reading the collision data failed, the file may be corrupted
Invalid indices in collision data!The collision data content is abnormal, contact technical support

Rendering

Log messageMeaning and action
r.PostProcessing.PropagateAlpha is 0. LCC4Unreal requires this to be enabled for correct rendering.This option must be enabled, otherwise alpha blending is incorrect. The plugin also shows a prompt
Unlicensed: enabled clipping volumes limited to <N> ...The free edition clipping volume count exceeds the quota and the excess is not rendered. See Editions and Licensing
Unlicensed: enabled section planes limited to <N> ...Same as above, for the section plane count

GIS

Log messageMeaning and action
This lcc does not have RTK information!The data contains no RTK geographic information, so geographic placement cannot be used
MetaInfo's Offset has no 3 elements!The offset field in the meta information is abnormal, the data may have a problem

Licensing

Log messageMeaning and action
ProjectID is invalid; generate one in Project Settings (Project/Description). Refusing authentication.The project has no Project ID, generate one in the project settings
Failed to decode AppKey, please check.The AppKey content is incomplete, copy it again
Invalid AppKey, please check.The AppKey format is wrong
Authorization has expired, please check.The license expired, regenerate it
AppKey has expired. Please generate a new one.Same as above
Authentication Failed: <message>The failure reason returned by the server, act on the message content
HTTP request failedThe licensing server is unreachable, check the network
HTTP error! Status: <code>The server returned an error status code
Signature Verification FailedSignature verification failed, contact technical support

Proxy Mesh

Log messageMeaning and action
has a null StaticMeshThe proxy mesh Actor has no StaticMesh assigned and has no effect. Reported once per instance

What to Attach When Reporting an Issue

Collecting the items on this checklist speeds up diagnosis noticeably.

  1. Plugin version and engine version. The plugin version is visible in the bottom-right corner of the plugin panel, and can also be found by searching LCC4Unreal in the Edit > Plugins window of the engine.
  2. The complete log file from when the problem occurred. Provide the .log file itself, unfiltered and not just the single error line. The context around the log often contains the key information needed for diagnosis, and filtering loses those clues. For the log location, see Viewing the Plugin Log.
  3. Data information. Format, approximate size (Total Splats), and whether it contains collision.
  4. Reproduction steps. A minimal reproduction path starting from a new project is the most valuable.
  5. Hardware environment. Graphics card model, driver version, and video memory size.
  6. Project ID. Required for licensing issues; it is visible under Project Settings > Project > Description.

For contact details, see Contact Us.

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