This window also shows controls for controlling execution of the game when using Breakpoints. The Debug tab shows information designated as important by the designer in the form of Breakpoints and watch values as well as a trace stack of all nodes belonging to the Blueprint that have been executed. This Breakpoint has just been hit, pausing execution.
The Breakpoint can be removed by right-clicking the node again, or by right-clicking the Breakpoint's entry in the Debug tab, and selecting the Remove Breakpoint command. To place a Breakpoint on a node, right-click the node and select Add Breakpoint from the context menu, at which point a solid, red octagon will appear in the upper-left corner of the node. All Breakpoints for a given Blueprint are displayed in the Debug tab, and can be viewed in the Blueprint's graph when selected. This provides the opportunity to observe the values of variables and examine or step through the flow of execution within the Blueprint. When a node with a Breakpoint is about to be executed during PIE or SIE mode, the game will pause and the developer will be taken to the node in the Blueprint Editor's graph view. Both the Debug tab, which can be opened from the Blueprint Editor's window menu, and the Blueprint Debugger will display the context-sensitive debugging buttons when PIE or SIE modes are active.īreakpoints are markers that can be placed on Blueprint graph nodes.