Debug Blueprint on nDisplay cluster nodes

We are running a nDisplay cluster launched with nDisplay launcher plugin or directly with a command line. You can see this on the sample here https://share.corys.fr/index.php/s/ceHJrGXRS4kDXfG

The command to run in PIE is something like start “” “%UNREAL_HOME%\Engine\Binaries\Win64\UnrealEditor-Win64-DebugGame.exe” “%lDirPath%\%lFileUproject%” /Unr/Maps/L_CorailKit_Showcase Log=node_primary.log -windowed -messaging -dc_cluster -nosplash -fixedseed -NoVerifyGC -noxrstereo -xrtrackingonly -RemoteControlIsHeadless -dx12 -dc_dev_mono -unattended -handleensurepercent=0 -UDPMESSAGING_TRANSPORT_MULTICAST=230.0.0.1:6666 -dc_cfg=D:/CORAIL/Workspaces/megy-dev.unreal.ndisplay-local/UnrealData/CorailKit/NDC_CORYS_Replication.ndisplay -dc_node=node_primary -ExecCmds=“DisableAllScreenMessages” -DPCVars=p.Chaos.Solver.Deterministic=1,LevelInstance.ForceEditorWorldMode=1 -game -corailPrimary

We need to debug Blueprints Could you advice us on how to run a node in PIE to access debugging tools? especially how to pass the bunch of nDisplay parameters

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Hello Stéphane.

Thank you for sharing your project.

What debugging tools do you specifically require? That might change our recommendations.

I notice you have a replication plugin. nDisplay should handle the replication for you, so I am curious to learn more about what your plugin is required to do, again this information will aid in our suggestions.

Regarding nDisplay in PIE, unfortunately it only runs in -game or as a packaged build so its not possible to run in editor.

Thanks,

Ben.

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The need is to pick an actor on a secondary ndisplay node, and debug a blueprint visually (like classic PIE debug). But I’m afraid it’s not possible

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Hello Stéphane.

So unfortunately there is not a way to remotely debug a blueprint visually on another machine.

However you could debug print string to screen and/or log. To see that in ndisplay ensure you use the cvar “enableallscreenmessages” to see on screen prints. If it’s more useful you can remotely access a log using unreal insights (see the same folder where you UE exe is). Its a tool for debugging timings of things like rendering and networking which may itself be useful, but also you can read the log in realtime. Most importantly in your case it does allow you to connect to remote machines such as your secondary nodes.

You can learn more about traces here: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/unreal\-insights\-in\-unreal\-engine

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I don’t want REMOTE debugging. But just replace a node by an UnrealEdit -game (ie. not a package in order to do some BP breakpoint and debugging). But if I understand correctly, there is no way to do that?

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There isn’t a straight forward way to do that no. It should be possible to debug C++ via Visual Studio though, is that useful?

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Regarding, the replication plugin you saw, it’s draft of our design. We have discusses the context with Vitalii that Unreal multiplayer replication does not suit our need. The purpose is to use ndisplay to have an extented view on a set of displays of one unique “player”.

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