FKismetDebugUtilities

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MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h

Include

#include "Kismet2/KismetDebugUtilities.h"

Syntax

class FKismetDebugUtilities

Constructors

No constructors are accessible with public or protected access.

Functions

Name Description

Protected function Static

void

 

AttemptToBreakExecution

(
    UBlueprint* BlueprintObj,
    const UObject* ActiveObject,
    const FFrame& StackFrame,
    const FBlueprintExceptionInfo& Inf...,
    UEdGraphNode* NodeStoppedAt,
    int32 DebugOpcodeOffset
)

Public function Static

bool

 

CanWatchPin

(
    const UBlueprint* Blueprint,
    const UEdGraphPin* Pin
)

Protected function Static

void

 

CheckBreakConditions

(
    UEdGraphNode* NodeStoppedAt,
    bool bHitBreakpoint,
    int32 BreakpointOffset,
    bool& InOutBreakExecution
)

Public function Static

void

 

ClearBreakpoints

(
    UBlueprint* Blueprint
)

Deletes all breakpoints in this blueprint

Public function Static

void

 

ClearPinWatches

(
    UBlueprint* Blueprint
)

Public function Static

void

 

EndOfScriptExecution()

Called on terminatation of the current script execution so we can reset any break conditions

Public function Static

UBreakpoint ...

 

FindBreakpointForNode

(
    UBlueprint* Blueprint,
    const UEdGraphNode* Node,
    bool bCheckSubLocations
)

Returns the breakpoint associated with a node, or NULL

Public function Static

UClass *

 

FindClassForNode

(
    const UObject* Object,
    UFunction* Function
)

Return proper class for breakpoint.

Public function Static

FProperty &#...

 

FindClassPropertyForNode

(
    UBlueprint* Blueprint,
    const UEdGraphNode* Node
)

Looks thru the debugging data for any class variables associated with the node (e.g., temporary variables or timelines)

Public function Static

FProperty &#...

 

FindClassPropertyForPin

(
    UBlueprint* Blueprint,
    const UEdGraphPin* Pin
)

Looks thru the debugging data for any class variables associated with the pin.

Protected function Static

EWatchTextRe...

 

FindDebuggingData

(
    UBlueprint* Blueprint,
    UObject* ActiveObject,
    const UEdGraphPin* WatchPin,
    FProperty*& OutProperty,
    void*& OutData,
    void*& OutDelta,
    UObject*& OutParent,
    TArray< UObject* >& SeenObjec...,
    bool* OutbShouldUseContainerOf...
)

Helper function for converting between blueprint and debuggable data output params are only valid if the return result is EWatchTextResult::EWTR_Valid.

Public function Static

UEdGraphNode...

 

FindSourceNodeForCodeLocation

(
    const UObject* Object,
    UFunction* Function,
    int32 DebugOpcodeOffset,
    bool bAllowImpreciseHit
)

Find the node that resulted in code at the specified location in the Object, or NULL if there was a problem (e.g., no debugging information was generated)

Public function Static

FText

 

GetAndClearLastExceptionMessage()

This doesn't work properly if there is more than one blueprint editor open at once either (one will consume it, the others will be left in the cold)

Public function Static

void

 

GetBreakpointInstallationSites

(
    UBreakpoint* Breakpoint,
    TArray< uint8* >& InstallSite...
)

Returns the installation site(s); don't cache these pointers!

Public function Static

UEdGraphNode...

 

GetCurrentInstruction()

Returns the current instruction; if a PIE/SIE session is started but paused; otherwise NULL

Public function Static

EWatchTextRe...

 

GetDebugInfo

(
    FDebugInfo& OutDebugInfo,
    UBlueprint* Blueprint,
    UObject* ActiveObject,
    const UEdGraphPin* WatchPin
)

Gets the debug info for a specified site.

Protected function Static

void

 

GetDebugInfo_InContainer

(
    int32 Index,
    FDebugInfo& DebugInfo,
    FProperty* Property,
    const void* Data
)

Protected function Static

void

 

GetDebugInfoInternal

(
    FDebugInfo& DebugInfo,
    FProperty* Property,
    const void* PropertyValue
)

Public function Static

UEdGraphNode...

 

GetMostRecentBreakpointHit()

Returns the most recent hit breakpoint; if a PIE/SIE session is started but paused; otherwise NULL

Public function Static

const TSimpl...

 

GetTraceStack()

Get the trace stack.

Public function Static

void

 

GetValidBreakpointLocations

(
    const UK2Node_MacroInstance* M...,
    TArray< const UEdGraphNode* > ...
)

Returns the set of valid macro source node breakpoint location(s) for the given macro instance node.

Public function Static

EWatchTextRe...

 

GetWatchText

(
    FString& OutWatchText,
    UBlueprint* Blueprint,
    UObject* ActiveObject,
    const UEdGraphPin* WatchPin
)

Gets the watched tooltip for a specified site.

Public function Static

bool

 

HasDebuggingData

(
    const UBlueprint* Blueprint
)

Is there debugging data available for this blueprint?

Public function Static

bool

 

IsBreakpointValid

(
    UBreakpoint* Breakpoint
)

Is the node a valid breakpoint target? (i.e., the node is impure and ended up generating code)

Public function Static

bool

 

IsPinBeingWatched

(
    const UBlueprint* Blueprint,
    const UEdGraphPin* Pin
)

Public function Static

bool

 

IsSingleStepping()

Whether or not we are single stepping.

Public function Static

void

 

NotifyDebuggerOfEndOfGameFrame

(
    UWorld* CurrentWorld
)

Notify the debugger of the end of the game frame.

Public function Static

void

 

NotifyDebuggerOfStartOfGameFrame

(
    UWorld* CurrentWorld
)

Notify the debugger of the start of the game frame.

Public function Static

void

 

OnScriptException

(
    const UObject* ActiveObject,
    const FFrame& StackFrame,
    const FBlueprintExceptionInfo& Inf...
)

Public function Static

void

 

ReapplyBreakpoint

(
    UBreakpoint* Breakpoint
)

Reapplies the breakpoint (used after recompiling to ensure it is set if needed)

Public function Static

void

 

RemovePinWatch

(
    UBlueprint* Blueprint,
    const UEdGraphPin* Pin
)

Public function Static

void

 

RequestSingleStepIn()

Request an attempt to single-step to the next node

Public function Static

void

 

RequestStepOut()

Request an attempt to step out of the current graph

Public function Static

void

 

RequestStepOver()

Request an attempt to step over to the next node in this graph or the calling graph

Public function Static

void

 

SetBreakpointEnabled

(
    UBreakpoint* Breakpoint,
    bool bIsEnabled
)

Set or clear the enabled flag for the breakpoint

Public function Static

void

 

SetBreakpointEnabledForSingleStep

(
    UBreakpoint* Breakpoint,
    bool bDeleteAfterStep
)

Sets this breakpoint up as a single-step breakpoint (will disable or delete itself after one go if the breakpoint wasn't already enabled)

Public function Static

void

 

SetBreakpointInternal

(
    UBreakpoint* Breakpoint,
    bool bShouldBeEnabled
)

Install/uninstall the breakpoint into/from the script code for the generated class that contains the node

Public function Static

void

 

SetBreakpointLocation

(
    UBreakpoint* Breakpoint,
    UEdGraphNode* NewNode
)

Set the node that the breakpoint should focus on

Public function Static

void

 

StartDeletingBreakpoint

(
    UBreakpoint* Breakpoint,
    UBlueprint* OwnerBlueprint
)

Start the process of deleting this breakpoint

Public function Static

void

 

TogglePinWatch

(
    UBlueprint* Blueprint,
    const UEdGraphPin* Pin
)

Public function Static

void

 

UpdateBreakpointStateWhenHit

(
    UBreakpoint* Breakpoint,
    UBlueprint* OwnerBlueprint
)

Update the internal state of the breakpoint when it got hit

Enums

Name

Description

Public enum

EWatchTextResult

Typedefs

Name

Description

FOnWatchedPinsListChanged

Delegate for when pins are added or removed from the watchlist.

Constants

Name

Description

MAX_TRACE_STACK_SAMPLES

The maximum number of trace samples to gather before overwriting old ones.

WatchedPinsListChangedEvent

Notifies listeners when a watched pin is added or removed.

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