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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h |
Include |
#include "Kismet2/KismetDebugUtilities.h" |
class FKismetDebugUtilities
No constructors are accessible with public or protected access.
Name | Description | ||
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AddPinWatch ( |
Adds a pin property watch |
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AttemptToBreakExecution ( |
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BlueprintHasBreakpoints ( |
Queries whether a blueprint has breakpoints in it |
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BlueprintHasPinWatches ( |
Returns whether any pins are watched for a Blueprint |
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CanInspectPinValue ( |
Determines if the given pin's value can be inspected |
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CanWatchPin ( |
Returns whether a pin property can be watched |
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CheckBreakConditions ( |
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CleanupBreakpoints ( |
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CleanupWatches ( |
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ClearBreakpoints ( |
Deletes all breakpoints in this blueprint |
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ClearBreakpointsForPath ( |
Deletes all breakpoints in this blueprint |
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ClearPinWatches ( |
Removes all Watched pins from a blueprint |
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CreateBreakpoint ( |
Adds a breakpoint to the provided node |
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DoesPinHaveWatches ( |
Returns whether there are any watched properties for a given pin |
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EndOfScriptExecution ( |
Called on terminatation of the current script execution so we can reset any break conditions |
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FBlueprintBr... |
FindBreakpointByPredicate ( |
Returns the first breakpoint that matches the provided predicate or nullptr if nothing matched |
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FBlueprintBr... |
FindBreakpointForNode ( |
Returns the breakpoint associated with a node, or NULL |
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UClass * |
FindClassForNode |
Return proper class for breakpoint. |
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FProperty &#... |
FindClassPropertyForNode ( |
Looks thru the debugging data for any class variables associated with the node (e.g., temporary variables or timelines) |
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FProperty &#... |
FindClassPropertyForPin ( |
Looks thru the debugging data for any class variables associated with the pin. |
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EWatchTextRe... |
FindDebuggingData ( |
Helper function for converting between blueprint and debuggable data output params are only valid if the return result is EWatchTextResult::EWTR_Valid. |
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UEdGraphPin ... |
FindPinWatchByPredicate ( |
Returns the first watched pin that matches the provided predicate or nullptr if nothing matched |
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UEdGraphNode... |
FindSourceNodeForCodeLocation |
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) |
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ForeachBreakpoint ( |
Performs a task on every breakpoint in the provided blueprint |
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ForeachPinPropertyWatch ( |
Performs a task on every watched pin in the provided blueprint |
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ForeachPinWatch ( |
Performs a task on every watched pin in the provided blueprint |
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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) |
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GetBreakpointInstallationSites ( |
Returns the installation site(s); don't cache these pointers! |
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GetBreakpoints ( |
Retrieve the Array of breakpoints associated with a blueprint. |
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UEdGraphNode... |
GetCurrentInstruction() |
Returns the current instruction; if a PIE/SIE session is started but paused; otherwise NULL |
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EWatchTextRe... |
GetDebugInfo ( |
Gets the debug info for a specified site. |
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GetDebugInfo_InContainer ( |
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GetDebugInfoInternal ( |
Retrieves Debug info from a Property and a pointer to it's associated data. |
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UEdGraphNode... |
GetMostRecentBreakpointHit() |
Returns the most recent hit breakpoint; if a PIE/SIE session is started but paused; otherwise NULL |
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FPerBlueprin... |
GetPerBlueprintSettings ( |
Retrieve the user settings associated with a blueprint. |
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const TSimpl... |
GetTraceStack() |
Get the trace stack. |
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GetValidBreakpointLocations ( |
Returns the set of valid macro source node breakpoint location(s) for the given macro instance node. |
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GetWatchedPins ( |
Retrieve the Array of watched pins associated with a blueprint. |
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EWatchTextRe... |
GetWatchText ( |
Gets the watched tooltip for a specified site. |
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HasDebuggingData ( |
Is there debugging data available for this blueprint? |
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IsBreakpointValid ( |
Is the node a valid breakpoint target? (i.e., the node is impure and ended up generating code) |
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IsPinBeingWatched ( |
Returns whether a pin property is being watched |
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IsSingleStepping() |
Whether or not we are single stepping. |
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NotifyDebuggerOfEndOfGameFrame ( |
Notify the debugger of the end of the game frame. |
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NotifyDebuggerOfStartOfGameFrame ( |
Notify the debugger of the start of the game frame. |
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OnScriptException ( |
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PostDuplicateBlueprint ( |
Duplicates debug data from original blueprint to new duplicated blueprint |
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ReapplyBreakpoint ( |
Reapplies the breakpoint (used after recompiling to ensure it is set if needed) |
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RemoveBreakpointFromNode ( |
Start the process of deleting this breakpoint |
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RemoveBreakpointsByPredicate ( |
Removes any breakpoint that matches the provided predicate |
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RemoveEmptySettings ( |
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RemovePinPropertyWatchesByPredicate ( |
Removes any watched pin that matches the provided predicate |
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RemovePinWatch ( |
Removes a pin property Watch |
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RemovePinWatchesByPredicate ( |
Removes any watched pin that matches the provided predicate |
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RequestSingleStepIn() |
Request an attempt to single-step to the next node |
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RequestStepOut() |
Request an attempt to step out of the current graph |
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RequestStepOver() |
Request an attempt to step over to the next node in this graph or the calling graph |
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RestoreBreakpointsOnLoad ( |
Handles breakpoint validation/restoration after loading the given Blueprint |
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SaveBlueprintEditorSettings() |
Save any modifications made to breakpoints |
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SetBreakpointEnabled ( |
Set or clear the enabled flag for the breakpoint |
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SetBreakpointEnabled ( |
Set or clear the enabled flag for the breakpoint |
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SetBreakpointEnabledForSingleStep ( |
Sets this breakpoint up as a single-step breakpoint (will disable or delete itself after one go if the breakpoint wasn't already enabled) |
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SetBreakpointInternal ( |
Install/uninstall the breakpoint into/from the script code for the generated class that contains the node |
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SetBreakpointLocation ( |
Set the node that the breakpoint should focus on |
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TogglePinWatch ( |
Toggles whether a pin is being watched |
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UpdateBreakpointStateWhenHit ( |
Update the internal state of the breakpoint when it got hit |
Name |
Description |
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EWatchTextResult |
Name |
Description |
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FOnWatchedPinsListChanged |
Delegate for when pins are added or removed from the watchlist. |
Name |
Description |
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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. |