Unreal Engine's Mass: Debugging
July 04, 2026 · 2 min read
A description of how to debug Unreal Engine's Mass.
This blog post was written in reference to Unreal Engine 5.8
Overview
Currently, there are a few ways to debug Mass within Unreal Engine:
- Mass Debugger: An experimental tool for visualizing active Processors, Entities, and high level management. In 5.8 it also has Breakpoints and Query Editor tabs.
- Gameplay Debugger: Runtime visualization of runtime data for Fragments and Entities.
- Console commands: Gated behind
WITH_MASSENTITY_DEBUG, so they work in packaged development builds where the editor windows aren’t available. Useful ones include :mass.PrintEntityFragmentsmass.LogArchetypesmass.LogFragmentSizesmass.LogMemoryUsagemass.LogKnownFragmentsmass.debug.DebugEntitymass.debug.SetFragmentBreakpoint
- Unreal Insights: Mass has trace support via
MassEntityTrace.h, plus theMassInsightsplugin for viewing it.
Mass Debugger
Currently, the engine provides a Mass Debugger window located in Tools>Debug>Mass Debugger and is able to help you find
what Processors, Fragments, Entities, and Archetypes are being used.
To be able to see the currently running session’s data, located in the top right corner of the window, you have to either have Auto-Switch enabled or select the appropriate world from the drop-down.
The Mass Debugger’s Entities tab can show the actual runtime values of Fragments for a single Entity. It’s open by default, docked next to the Archetypes tab. Use the Select Fragments dropdown to pick which Fragments become columns, then press Refresh Entity Data to pull the current values(or tick Auto Update Entity Data to keep them refreshing). Shared and Const Shared Fragments are read the same way.
Gameplay Debugger
The Gameplay Debugger is still the tool to reach for when you want that data drawn in the world during play, next to
the Entity it belongs to. Press the ' key to open it, then the NumPad slot key to toggle the Mass category.
