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
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
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.