Hi,
One of my blueprints is behaving differently in standalone game compared to how it runs in the editor. Is there a way to debug blueprints outside the editor, or do I just have to resort to a bunch of logging?
Thanks,
Ben
Hi,
One of my blueprints is behaving differently in standalone game compared to how it runs in the editor. Is there a way to debug blueprints outside the editor, or do I just have to resort to a bunch of logging?
Thanks,
Ben
Hi!
Standard practice for this, is use function Print String. It output to screen and to log file. And I would recommended use it with function Append for add comments for these variables.
Ok thanks, is there any chance we might get an “attach debugger” option in the future, so we could run the editor and attach to the game instance? Or does all the debug data get stripped out in a game build?
This would be extremely useful in Package only bugs.
Are there any plans for a blueprint debugger or way to connect the editor to a running Package build on Win64?
Bump. I need this. I’m not a coder and I’m running into issues that aren’t happening in PIE that will bring my project to a halt. Can anyone at all provide some input on this?
Take a look at this plugin:
https://www.fab.com/ru/listings/080230fd-914c-4c46-b764-46118b50a41d
I’m working on a plugin that deals with this by letting you connect a running packaged build back to the Editor.
Once connected, you can:
Live-view and modify properties (Blueprint variables included)
Call functions remotely
See logs from changes in the Editor panel
It basically skips the repackage loop for quick tweaks and checks. Might be useful for your workflow.
Below are the YouTube tutorial video link and FAB link, hope this helps! ![]()