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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

The blueprint debugger

Debugging code is a process which usually involves using breakpoints inside the IDE (which is Visual Studio here), but what if the game logic, or even parts of it have been made in a form of blueprints, then how could we debug those parts?

Well, Unreal Engine supports breakpoints for the blueprints logic as well, and that makes it easier to debug any graph-based logic. You can simply add a breakpoint to any node within a blueprint by simply right-clicking over the node, and choosing Add Breakpoint. It will be represented by a red circle at the top-right corner of the node:

The blueprint debugger

Later, this choice will be replaced by a few other ones such as:

  • Remove Breakpoint
  • Toggle Breakpoint
  • Disable Breakpoint

As expected, once you run the game, and the logic is about to execute the node that holds the breakpoint, then the game stops, and Unreal launches the blueprint for you, with the node highlighted:

The blueprint debugger

That's one way of using the breakpoints. And it is a great thing to do! However, when...

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