> For the complete documentation index, see [llms.txt](https://unlycky-roll-studio.gitbook.io/unlucky-roll-studio-or-plugin-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://unlycky-roll-studio.gitbook.io/unlucky-roll-studio-or-plugin-documentation/advanced-debug-menu-documentation/features/gameplay-examples.md).

# Gameplay Examples

The **Advanced Debug Menu Plugin** can be used to test character movement, game balance, and gameplay events directly during play.

### Example: Character Movement

In your **Character Blueprint**, get the **Advanced Debug Menu Subsystem** during **BeginPlay** and register the following entries:

| Entry                | Registration                   | Target             | Description                                          |
| -------------------- | ------------------------------ | ------------------ | ---------------------------------------------------- |
| **Max Walk Speed**   | RegisterDebugProperty (Setter) | Character Movement | Changes the character's maximum walk speed.          |
| **Velocity**         | RegisterDebugFunction (Viewer) | Character          | Displays the current velocity through a getter.      |
| **Reset Walk Speed** | RegisterDebugAction            | Character          | Calls a function to restore the original walk speed. |

**Max Walk Speed** can use these Entry Options:

* **Label:** Max Walk Speed
* **Category:** `Player|Movement`
* **Use Range:** True
* **Min Value:** 0
* **Max Value:** 1200
* **Step:** 10

For the **Velocity** Viewer, create a Blueprint function named `GetDebugVelocity` with **no inputs** and **one Vector output**, returning the character's velocity.

For the **Reset Walk Speed** Action, create a function named `ResetWalkSpeed` with **no inputs or outputs**, which restores the starting walk speed captured by your own gameplay logic.

### Testing

* Open the Debug Menu during gameplay.
* Change **Max Walk Speed** and move your character.
* Pin **Max Walk Speed** and **Velocity** to keep them visible in the Monitor.
* Use the **Reset Walk Speed** action to restore the starting movement setting.

{% hint style="info" %}
The example getter and reset functions are **created in your own Blueprint**; they are not built-in plugin functions. Register entries after the Character Movement Component has been initialized.
{% endhint %}
