There's an old joke in programming that everyone just logs to the console to debug, and while print nodes in Blueprint and UE_Log statements in C++ are very useful for that, we should still know what other tools are available to us for debugging.
We've seen a bit of that with the behavior tree back in Chapter 6, AI with the Behavior Tree and Blackboard, where the tree highlighted which branches were currently running.
Regular Blueprints and animation Blueprints will also show what's currently being run. If we open the ThirdPersonCharacter Blueprint and go to the Event Graph's InputAction Equip node, when we run the game, we'll see the graph window outlined in orange with the word SIMULATING in the top right.
When we scroll the mouse wheel to toggle our weapon, we'll see the connecting line in the InputAction pulse red:
This can be...