Quick answer: Unreal PCG graph debug display spawning thousands of debug actors and tanking the editor? Debug display creates per-point gizmos - disable on production graphs or filter via debug flag.

Open a level with PCG. Editor lags to 4fps. 40,000 debug spheres in the outliner.

Disable per-node debug

Right-click each PCG node > Debug off. Or globally via the PCG dock Hide All Debug.

Filter by selection

PCG preferences > Debug Filter = Selected. Debug actors only appear for the selected node, not the whole graph.

Use the debug viewer panel

For verifying logic, the panel view shows points as a list. No editor gizmos; same information.

“PCG debug visualization is helpful for one node. Helpful is not 'apply to all'.”

Add a CI lint that fails if a committed PCG graph has debug enabled on any node. Save-files leak debug state easily.