(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

I can’t change the engine code that makes these nodes not work in a shipping build, if I could I would, but then you’d have to use a custom engine build :slight_smile:

You / We will have to petition Epic to make it so DrawDebugLine works in shipping builds again

up until 4.13

DrawDebugHelpers.h



/**
 *
 */


#pragma once


in 4.14 +



#pragma once

 // Define that controls debug drawing
#define ENABLE_DRAW_DEBUG  !(UE_BUILD_SHIPPING || UE_BUILD_TEST)

#if ENABLE_DRAW_DEBUG


Translation = Epic disabled ability to use DrawDebugLine in a hardcoded way with no cvar / config.ini option to include anyway (as far as I know), in a shipping build.

So either use Pre 4.14 or use a custom engine build, or use MeshBuilder to make your own debug lines (requires C++)

Here’s a demo of me using UE4’s MeshBuilder to draw a Torus Knot from equations:

https://forums.unrealengine.com/deve…-knots-for-fun

=Sh19_Py5ff4

:heart:

PS:: having written that, and if there’s enough public request for it, I could try and make less performant draw debug line using my above code that would work in packaged game. If enough people respond that they find it essential I could work on it.