Debugging Editor Utility Widget

Hi, I’m creating blueprint widgets for unreal editor and I have to debug them. Breakpoints do not seem to work with them. I can use Print String, so that makes good log entries, but I really need a way to stop the code at points and see what it’s doing to the level. I thought maybe the Delay node would help but that also doesn’t work. I think these things only work in PIE mode, but these tools are only for use in the editor. Any ideas?

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I found a method that worked for awhile but seems to have stopped working for me. You can try it and see if it still works for you. Just simulate a game (ALT+S) in the background while debugging your widget.

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I second this request: how ARE you supposed to debug these?

FlyingFree, I tried your suggestion but it didn’t work for me… can’t run import scripts while the game is running.

To debug, I am now just using the console w Print String nodes, along with DrawDebugBox / point / line nodes also. It’s a mess but does work better than breakpoints in some ways. It still doesn’t offer a way to actually stop or delay the script at certain points, which I really wanted. Delay nodes only work during gameplay. However you can set custom durations for the Draw Shape nodes which can help see the order of things.

I’m facing the same issue. Debugging an Editor Utility Widget has some issues.
It doesn’t show the information properly as when the game is on runtime. No simulation run or anything can be done because while running the game the EUW is disabled.