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Copy file name to clipboardExpand all lines: gamedev/unreal/get-started/vs-tools-unreal-blueprint-debugger.md
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@@ -31,11 +31,11 @@ The Visual Studio Blueprint debugger support provides:
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Run the Visual Studio Installer to ensure you have the required components installed to debug Unreal Engine Blueprints. For more information on installing Visual Studio Tools for Unreal Engine, see [Get started with Visual Studio Tools for Unreal Engine](vs-tools-unreal-quickstart.md).
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On the **Workloads** pane, make sure the **Game development with C++** workload is installed:
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1.On the **Workloads** pane, make sure the **Game development with C++** workload is installed:
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:::image type="content" source="../media/vs-installer-unreal-engine-workload.png" alt-text="Screenshot of the Visual Studio installer. The Game development with C++ workload is selected. In the installation details pane, Visual Studio Tools for Unreal Engine, Visual Studio debugger tools for Unreal Engine Blueprints, HSL Tools, And Windows 11 SDK are selected." lightbox="../media/vs-installer-unreal-engine-workload.png":::
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On the **Individual components** pane, also make sure the Visual Studio debugger tools for Unreal Engine Blueprints is installed:
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1.On the **Individual components** pane, also make sure the Visual Studio debugger tools for Unreal Engine Blueprints is installed:
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:::image type="content" source="../media/vs-unreal-engine-install-blueprints-debug-tools.png" alt-text="Screenshot of the Visual Studio installer Individual components pane. Visual Studio debugger tools for Unreal Engine Blueprints is selected.":::
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1. Open the **Epic Games Launcher**.
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1. Go to the **Unreal Engine** pane on the left and the **Library** pane at the top.
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1. Select the dropdown menu for your engine version, then choose **Options**:
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:::image type="content" source="../media/unreal-engine-options.png" alt-text="Screenshot of the Epic Games installer. The Launch dropdown is selected and Options is highlighted.":::
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:::image type="content" source="../media/unreal-engine-options.png" alt-text="Screenshot of the Epic Games installer. The Launch dropdown is selected and Options is highlighted.":::
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1. In the options dialog, select **Editor symbols for debugging**:
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:::image type="content" source="../media/unreal-engine-editor-symbols-for-debugging.png" alt-text="Screenshot of the Epic Games installation options. Editor symbols for debugging is selected.":::
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:::image type="content" source="../media/unreal-engine-editor-symbols-for-debugging.png" alt-text="Screenshot of the Epic Games installation options. Editor symbols for debugging is selected.":::
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1. Select **Apply**, then wait for the download to finish.
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## Set up a test project
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1. Open the Unreal Engine Editor and create a new **First Person Shooter** project.
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1. Ensure that **C++** is selected:
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:::image type="content" source="../media/unreal-engine-new-project-first-person.png" alt-text="Screenshot of the Unreal Engine editor new project dialog. First Person is selected, and the BlueEpic Games installation options. Editor symbols for debugging is selected.":::
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1. After creating the project, close all Unreal Editor instances.
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1. Open the generated Visual Studio solution file (*.sln*).
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1. In Visual Studio, locate the `AttachWeapon` method in your weapon component class. For example, if you named your project `FirstPerson`, the function is in `FirstPersonWeaponComponent.cpp`.
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1. Add a breakpoint at the start of the `AttachWeapon` method. This method is called when the player picks up a weapon in the game:
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:::image type="content" source="../media/vs-unreal-engine-attach-weapon-breakpoint.png" alt-text="Screenshot of the AttachWeapon() function in Visual Studio. A breakpoint is on the first line of the function.":::
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:::image type="content" source="../media/vs-unreal-engine-attach-weapon-breakpoint.png" alt-text="Screenshot of the AttachWeapon function in Visual Studio. A breakpoint is on the first line of the function." lightbox="..media/vs-unreal-engine-attach-weapon-breakpoint.png:::
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1. In the Visual Studio Solution Configuration dropdown, select **Development Editor**:
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1. In the Visual Studio **Solution Configuration** dropdown, select **Development Editor**:
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:::image type="content" source="../media/vs-unreal-engine-select-configuration.png" alt-text="Screenshot of the Visual Studio solution configuration dropdown. Development Editor is selected.":::
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1. In the running game, press the <kbd>W</kbd> key to move forward until you collide with the weapon and trigger the breakpoint.
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1. When the breakpoint is hit, examine the **Call Stack** window. Blueprint stack frames appear among your C++ stack frames:
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:::image type="content" source="../media/vs-unreal-engine-blueprint-call-stack.png" alt-text="Screenshot of the callstack window in Visual Studio. The breakpoint in AttachWeapon() is at the top of the callstack. Two Blueprint entries are highlight in the callstack for BP_PickUp_Rifle::ExecuteUbergraph_BP_PickUp_Rifle and BP_PickUp_Rifle::BndEvt___BP_PickUp_Rifle_TP_PickUp_K2Node_ComponentBoundEvent_1_OnPickUp_DelegateSignature.":::
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:::image type="content" source="../media/vs-unreal-engine-blueprint-call-stack.png" alt-text="Screenshot of the callstack window in Visual Studio. The breakpoint in AttachWeapon is at the top of the callstack. Two Blueprint entries are highlight in the callstack for BP_PickUp_Rifle::ExecuteUbergraph_BP_PickUp_Rifle and BP_PickUp_Rifle::BndEvt___BP_PickUp_Rifle_TP_PickUp_K2Node_ComponentBoundEvent_1_OnPickUp_DelegateSignature." lightbox="../media/vs-unreal-engine-blueprint-call-stack.png":::
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1. Double-click the first Blueprint frame in the call stack.
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1. Open the **Locals** window to view the variables associated with the Blueprint node. You can see the values of the Blueprint node pins:
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:::image type="content" source="../media/vs-unreal-engine-blueprint-locals-node-pins.png" alt-text="Screenshot of the locals window in Visual Studio. Blueprint information > Node Pins > Available pins is expanded to show the values of the Blueprint such as the EntryPoint, PickUpCharacter, HasRifle, and more.":::
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:::image type="content" source="../media/vs-unreal-engine-blueprint-locals-node-pins.png" alt-text="Screenshot of the locals window in Visual Studio. Blueprint information > Node Pins > Available pins is expanded to show the values of the Blueprint such as the EntryPoint, PickUpCharacter, HasRifle, and more." lightbox="../media/vs-unreal-engine-blueprint-locals-node-pins.png":::
Copy file name to clipboardExpand all lines: gamedev/unreal/get-started/vs-tools-unreal-install.md
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1. Ensure that under **Optional** that **Windows 10 SDK 10.0.18362.0**, or higher, is selected.
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1. Select **Modify** to complete the installation.
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:::image type="content" source="../media/vs-unreal-workload.png" alt-text="Screenshot of the Visual Studio installer. The Game development with C++ workload is selected. In the installation details pane, Visual Studio Tools for Unreal Engine, Visual Studio debugger tools for Unreal Engine Blueprints, HSL Tools, And Windows 11 SDK are selected." lightbox="../media/unreal-workload.png":::
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:::image type="content" source="../media/vs-installer-unreal-engine-workload.png" alt-text="Screenshot of the Visual Studio installer. The Game development with C++ workload is selected. In the installation details pane, Visual Studio Tools for Unreal Engine, Visual Studio debugger tools for Unreal Engine Blueprints, HSL Tools, And Windows 11 SDK are selected." lightbox="../media/vs-installer-unreal-engine-workload.png":::
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