The blueprint debugger
Debugging code is a process which usually involves using breakpoints inside the IDE (which is Visual Studio here), but what if the game logic, or even parts of it have been made in a form of blueprints, then how could we debug those parts?
Well, Unreal Engine supports breakpoints for the blueprints logic as well, and that makes it easier to debug any graph-based logic. You can simply add a breakpoint to any node within a blueprint by simply right-clicking over the node, and choosing Add Breakpoint. It will be represented by a red circle at the top-right corner of the node:
Later, this choice will be replaced by a few other ones such as:
- Remove Breakpoint
- Toggle Breakpoint
- Disable Breakpoint
As expected, once you run the game, and the logic is about to execute the node that holds the breakpoint, then the game stops, and Unreal launches the blueprint for you, with the node highlighted:
That's one way of using the breakpoints. And it is a great thing to do! However, when...