Hi. I’m integrating a “weapon system” from the marketplace into my project. I’ve noticed that the character spawns with one weapon already equipped, and I’m trying to find from where it comes. Using “Find in Blueprints”, I can see all the places where code can add a weapon to the character.
But what I want to know is:
Which code location actually calls the event when the character is spawned?
In other word, I want to find out the caller of a specific call that happens at runtime.
In Java, I would solve this with a “dump stack” call (or a “breakpoint”, but I’m more of a “print to console” debugger).
I could add PrintString to every caller location, and check the last one to be printed, but it’s quite time-consuming and doesn’t “scale” if there are many caller locations. Is there a better way to do this?
Preferably, I’d like a solution that is not only limited to “character spawning”, as this is really a general Blueprint debugging problem.