# Other Features

## Debug Visualization at Runtime

If you have already assigned `ECameraHUD` in game mode, then you will be able to see camera debug information at runtime, for most camera components. Other components, such as `HardLockFollow` and `HardLockAim` will not show debug info as they are simple to debug even if without visualizations.&#x20;

A special component is **RailFollow**, for which you must manually enable debug visualization at runtime. You should first toggle on the `DrawDebug` option in the `SplineComponent` attached to the rail actor. Then at runtime, if you want to visualize splines, you can enter the console command `show splines` at the very bottom side of Unreal editor, and then you will see the splines perfectly presented in world. We do this because spline visualization is already supported in native Unreal Engine, and re-implementing drawing splines is a bit complex. So we turn to the native way rather than implementing on our own.

## Apply Instance Changes to Blueprint

This plugin provides easy property synchronization from camera instances to its Class Default Object (CDO), or in other words its corresponding camera blueprint.

When you run the game in PIE mode, you can choose any camera actor, edit the properties in the `ECamera` section.&#x20;

For example, you can choose a different follow component (aim component), edit its inner properties like `Camera Distance`, edit the `Damper` property and add or remove extensions. One thing to notice about editing the `Damper` property is you should first select the `ECamera Vector Damper` class (or other damper classes you defined or the plugin provided) and then edit inner properties such as `Damper X/Y/Z`. If you don't do so, it's likely you cannot successfully apply the modified `Damper` values to the camera blueprint.

<figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FIhIzAtEdB9JoJ8w4lUqP%2FSnipaste_2024-08-07_16-09-00.png?alt=media&#x26;token=752d9a11-f674-4b97-bef7-a4b6fc07cd30" alt=""><figcaption></figcaption></figure>

Once you think your camera is perfectly tweaked, you can select the camera actor at the top of the `Details` hierarchy, scroll down to the `ECamera Actions` section and click the `Apply Instance Changes to Blueprint` button.

<figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FEvZyoZzraKGJxrcnWc4t%2Fclick.png?alt=media&#x26;token=9ec32ef0-e1e2-4322-9224-7aa79b3034da" alt=""><figcaption></figcaption></figure>

Go back to your camera's blueprint. You will see everything you edited is successfully synchronized here.

<figure><img src="https://1253177398-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FIc7aRtmwmEkkqEJZORmC%2Fuploads%2FFBGFb53KgZaIJAKzT4HQ%2Fsave.png?alt=media&#x26;token=9a435a8c-945c-4178-a6ce-141597b31a90" alt=""><figcaption></figcaption></figure>

Remember to click the button ONLY when in PIE and you want to apply instance changes to the CDO. Don't click this button in other circumstances like in blueprint.
