Breakpoints are markers that can be placed on Blueprint graph nodes. 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. This provides the opportunity to observe the values of variables and examine or step through the flow of execution within the Blueprint. All Breakpoints for a given Blueprint are displayed in the Debug tab, and can be viewed in the Blueprint's graph when selected. 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. 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.
This Breakpoint will interrupt the game when the Print node is about to be executed.
To disable a Breakpoint temporarily without fully removing it, you can right-click on either the Blueprint node itself, or the Breakpoint's entry in the Debug tab, and choose Disable Breakpoint from the context menu. A disabled Breakpoint will appear as a an outline of a red octagon. Disabled Breakpoints will not execute, but can easily be enabled again. This process is more convenient and less prone to human error than destroying and remaking Breakpoints repeatedly.
This Breakpoint has been disabled and currently does nothing, but can easily be enabled again if it is needed.
To enable a disabled Breakpoint, Right-click on the node and choose Enable Breakpoint or click the icon next to the Breakpoint in the Debug tab. This can also be done by Right-clicking the Breakpoint in the Debug tab and choosing Enable Breakpoint. Breakpoints can be created, disabled, enabled, or destroyed at any time, including during a debugging session. Breakpoints are saved in project .ini files, so they will persist between Editor sessions.
If a Breakpoint is placed at an invalid location, it may appear yellow and feature an exclamation point. In some cases, compiling the Blueprint will resolve the issue. If this is not the case, holding the mouse cursor over the Breakpoint icon will reveal an explanation.
This Breakpoint is invalid and will never be hit. In some cases, recompiling the Blueprint can fix this.
When pausing execution with a Breakpoint, the Editor will highlight and focus the node, and will place a large, red arrow over it.
This Breakpoint has just been hit, pausing execution.