I’m a couple of weeks or so into learning Unreal in general so this is probably old hat to most, but I just realized you can do a lot of debugging by just running your game while hovering the mouse over your node inputs to see variable data change live!
I assumed for no good reason I could only see the data after a breakpoint had been triggered, this’ll save me a lot of time I’m sure so I thought I’d just share that.
You can also right click and select Watch This Value and see values in real-time while playing. You dont even have to mouse hover. IIRC there was a watch list window that showed all watches. I cant seem to find it. Not sure if it was removed or am i just looking in the wrong place. All i can find is debugger windows.
Its not new actually. This was available since beta :). If you watch that old walkthrough demo by Allan Willard you can see he demonstrates this feature.
Didn’t know there was a way to watch data but that’s great! If there’s a way to get a watchlist window up that would be really useful as well indeed… If it’s not in there already I hope the devs will be kind enough to add it.
Really helps with testing out materials. In the top left corner of the viewport go to Lit (Second from the left, could be called something else if you’ve found the dropdown already and changed it.) and select Buffer Visualization > Overview. Individual sections can be helpful as well but Overview gives you a little bit of everything. All the renders follow your main editor camera’s, so they’re all just different information about a single projection.
Yeah, Blueprints have made things WAY easier to see data in real time while working things out. Used to have to just dump to log, console, or print to screen. Also, if you make any blueprint class variables public (checking the Editable box under Details) they’ll show up in the Actor Details inside if you select the item. I’ve used this before to see variable info at a glance.
You can see a list of all of your watches and breakpoints by using Window…Debug in the Blueprint Editor. It also shows the call stack when you are stopped at a breakpoint.
The debug window from the BP editor is filtered to that BP, but you can also access a semi-global list that works based on the editor selection set using Window…Blueprint Debugger in the main level editor window.