# Can the blueprint debugger be triggered without hitting a breakpoint?

**URL:** <https://forums.unrealengine.com/t/can-the-blueprint-debugger-be-triggered-without-hitting-a-breakpoint/459427>\
**Category:** Debugging, Optimization, & Profiling\
**Tags:** Debugging, breakpoint, unreal-engine, question\
**Created:** [December 12, 2019, 6:09am UTC](https://forums.unrealengine.com/t/can-the-blueprint-debugger-be-triggered-without-hitting-a-breakpoint/459427 "2019-12-12T06:09:37Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_d4b1a005](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d4b1a005](https://forums.unrealengine.com/u/anonymous_user_d4b1a005)\
**Post date:** [December 12, 2019, 6:09am UTC](https://forums.unrealengine.com/t/can-the-blueprint-debugger-be-triggered-without-hitting-a-breakpoint/459427/1 "2019-12-12T06:09:37Z")

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Hello,

Sometimes I am playing a project in the UE4 Editor Viewport and I want to know which graph in which blueprint will be triggered as result of a specific input or event. Is there a way to activate the debugger at some arbitrary point in the game without previously setting a breakpoint?
