What is the best practice for debugging blueprints when actually launching on platforms?
It seems there is rich functionality for debugging when playing in-editor, but as far as I can see, all of that functionality is unaccessible when launching on a platform (using the Project launcher).
Further more, the built in Print String by default seems to not print to the platform console output, only Unreal’s own output log.
Surely there is a better way of developing and debugging when you need to build and test regularly on target platforms other than play-in-editor?
You’re right — most of Unreal’s built-in Blueprint debugging only works in-editor or PIE, and Print String by default only goes to the editor’s output log, so debugging on target platforms is limited.
For workflows where you need to build and test regularly on devices or packaged builds, one approach is remote Blueprint debugging. For example, it’s possible to:
Set remote breakpoints on Blueprint nodes in a running build
Step through execution and inspect stack variables
Modify local and temporary variables at runtime
Call UFunctions remotely
This can work on platforms like Windows, Android, and iOS, connecting back to the editor. Here’s a short demo showing how it works: