Supercharge your debugging workflow and iterate faster than ever before. Runtime Details provides a powerful live connection between your game and the editor, allowing you to inspect, modify, and control any UObject in your running project.
Tired of recompiling code or placing debug actors just to test a single value? This plugin streams the internal state of your game—from packaged builds on PC, Android, iOS, or other Editor instances—directly to an editor window. Effortlessly manipulate UProperties and call UFunctions to debug and iterate in real-time.
The plugin has been validated on Windows, Android, and iOS. It should theoretically work on any platform with network support, including PS5, Xbox, and Switch.
Key Features
Live UObject Inspection
Dynamically discover and list all UObjects (including Blueprint instances) in your running game based on customizable filters.
Select any UObject to view all its UProperty values in a details panel.
Real-Time Remote Modification
Change any UProperty value (e.g., variables in your Blueprints or native classes) directly from the editor window and see the results happen instantly in the client.
Perfect for tweaking speeds, health, materials, or any other exposed variable without stopping the game.
Remote UFunction Execution
Discover and call any UFunction (including Blueprint Events and Functions) directly from the editor.
Trigger events, execute gameplay logic, or test functions on-demand to validate behavior quickly.
Cross-Platform & Network-Ready
Includes a built-in server that runs in the Unreal Editor.
Connect any number of clients, including packaged builds (Windows, Android, iOS) and other Editor instances over your local network.
Integrated Live Log Capture
Automatically captures and displays log output from the client related to your UProperty changes and UFunction calls.
See immediate feedback, error messages, and execution results in the dedicated Log tab of the editor window.
Usage:
1. Open the Runtime Details Window
For UE5: Navigate to the main menu bar and click Tools > Runtime Details.
For UE4.27: Navigate to the main menu bar and click Window > Runtime Details.
This will open the standalone Runtime Details editor window.
2. Ensure Network Connectivity
Make sure the device running your game (client) and the computer running the Unreal Editor (server) are on the same local area network (LAN).
3. Start the Connection from Your Game
In your running game (either in a packaged build, the Editor, or a Play-In-Editor session), open the console command window and enter:
rtd.connect <YourServerIP:Port>
Example: rtd.connect 192.168.0.1:18000
You can find the correct IP and Port in the Runtime Details editor window, listed as the Server Address property.
4. Verify Successful Connection
Once the command is executed, check the Client list in the Runtime Details window. Your game device should appear there, indicating a successful connection.
(Optional) You can also type rtd.ui in the game's console to open a small client-side UI panel, which displays the current connection status. This step is not required for the plugin to function.
5. Inspect and Debug Live Objects
You are now ready to debug! You can:
Use the Object List to find and select any UObject from your game.
View and modify its UProperty values in the details panel, with changes applied in real-time.
Call any UFunction on the selected object.
The workflow for inspecting and modifying properties is designed to be familiar and operates similarly to the standard Unreal Editor details panel.