I want to break the code after packaging, whether it is the blueprint or the C + + part. What should I do?
For C++, you can attach a debugger (like Visual Studio or Xcode) to the packaged game process, which allows breakpoints and stepping through code.
For Blueprints, the built-in debugger only works in-editor or PIE, so breakpoints won’t hit in packaged builds. If you need to debug Blueprints after packaging, one approach is remote Blueprint debugging, which lets you:
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Set remote breakpoints on Blueprint nodes
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Step through execution and inspect stack variables
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Modify local and temporary variables at runtime
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Call UFunctions remotely
This works for packaged builds on Windows, Android, and iOS. Here’s a short demo showing it in action: