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Unreal Engine C++ API Reference > Editor > UnrealEd > Kismet2
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
Type | Name | Description | |
---|---|---|---|
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void | AddPinWatch
(
const UBlueprint* Blueprint, |
Adds a pin property watch |
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void | AttemptToBreakExecution
(
UBlueprint* BlueprintObj, |
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bool | BlueprintHasBreakpoints
(
const UBlueprint* Blueprint |
Queries whether a blueprint has breakpoints in it |
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bool | BlueprintHasPinWatches
(
const UBlueprint* Blueprint |
Returns whether any pins are watched for a Blueprint |
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bool | CanInspectPinValue
(
const UEdGraphPin* Pin |
Determines if the given pin's value can be inspected |
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bool | CanWatchPin
(
const UBlueprint* Blueprint, |
Returns whether a pin property can be watched |
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void | CheckBreakConditions
(
UEdGraphNode* NodeStoppedAt, |
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void | CleanupBreakpoints
(
const UBlueprint* Blueprint |
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void | CleanupWatches
(
const UBlueprint* Blueprint |
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void | ClearBreakpoints
(
const UBlueprint* Blueprint |
Deletes all breakpoints in this blueprint |
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void | ClearBreakpointsForPath
(
const FString& BlueprintPath |
Deletes all breakpoints in this blueprint |
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void | ClearPinWatches
(
const UBlueprint* Blueprint |
Removes all Watched pins from a blueprint |
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void | CreateBreakpoint
(
const UBlueprint* Blueprint, |
Adds a breakpoint to the provided node |
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bool | DoesPinHaveWatches
(
const UBlueprint* Blueprint, |
Returns whether there are any watched properties for a given pin |
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void | EndOfScriptExecution
(
const FBlueprintContextTracker& BlueprintContext |
Called on terminatation of the current script execution so we can reset any break conditions |
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FBlueprintBreakpoint * | FindBreakpointByPredicate
(
const UBlueprint* Blueprint, |
Returns the first breakpoint that matches the provided predicate or nullptr if nothing matched |
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FBlueprintBreakpoint * | FindBreakpointForNode
(
const UEdGraphNode* OwnerNode, |
Returns the breakpoint associated with a node, or NULL |
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UClass * | FindClassForNode
(
const UObject* Object, |
Return proper class for breakpoint. |
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FProperty * | FindClassPropertyForNode
(
UBlueprint* Blueprint, |
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
(
UBlueprint* Blueprint, |
Looks thru the debugging data for any class variables associated with the pin. |
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EWatchTextResult | FindDebuggingData
(
UBlueprint* Blueprint, |
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
(
const UBlueprint* Blueprint, |
Returns the first watched pin that matches the provided predicate or nullptr if nothing matched |
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UEdGraphNode * | FindSourceNodeForCodeLocation
(
const UObject* Object, |
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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void | ForeachBreakpoint
(
const UBlueprint* Blueprint, |
Performs a task on every breakpoint in the provided blueprint |
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void | ForeachPinPropertyWatch
(
const UBlueprint* Blueprint, |
Performs a task on every watched pin in the provided blueprint |
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void | ForeachPinWatch
(
const UBlueprint* Blueprint, |
Performs a task on every watched pin in the provided blueprint |
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FText | 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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void | GetBreakpointInstallationSites
(
const FBlueprintBreakpoint& Breakpoint, |
Returns the installation site(s); don't cache these pointers! |
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TArray< FBlueprintBreakpoint > * | GetBreakpoints
(
const UBlueprint* Blueprint |
Retrieve the Array of breakpoints associated with a blueprint. |
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UWorld * | Returns the most recent hit breakpoint; if a debugging session has started in PIE/SIE; otherwise none | |
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UEdGraphNode * | Returns the current instruction; if a debugging session has started; otherwise none | |
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EWatchTextResult | GetDebugInfo
(
TSharedPtr< FPropertyInstanceInfo >& OutDebugInfo, |
Gets the debug info for a specified site. |
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void | GetDebugInfo_InContainer
(
int32 Index, |
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void | GetDebugInfoInternal
(
TSharedPtr< FPropertyInstanceInfo >& DebugInfo, |
Retrieves Debug info from a Property and a pointer to it's associated data. |
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UEdGraphNode * | Returns the most recent hit breakpoint; if a debugging session has started; otherwise none | |
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FPerBlueprintSettings * | GetPerBlueprintSettings
(
const UBlueprint* Blueprint |
Retrieve the user settings associated with a blueprint. |
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const TSimpleRingBuffer< FKismetTraceSample > & | Get the trace stack. | |
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void | GetValidBreakpointLocations
(
const UK2Node_MacroInstance* MacroInstanceNode, |
Returns the set of valid macro source node breakpoint location(s) for the given macro instance node. |
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TArray< FBlueprintWatchedPin > * | GetWatchedPins
(
const UBlueprint* Blueprint |
Retrieve the Array of watched pins associated with a blueprint. |
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EWatchTextResult | GetWatchText
(
FString& OutWatchText, |
Gets the watched tooltip for a specified site. |
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bool | HasDebuggingData
(
const UBlueprint* Blueprint |
Is there debugging data available for this blueprint? |
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bool | IsBreakpointValid
(
const FBlueprintBreakpoint& Breakpoint |
Is the node a valid breakpoint target? (i.e., the node is impure and ended up generating code) |
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bool | IsPinBeingWatched
(
const UBlueprint* Blueprint, |
Returns whether a pin property is being watched |
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bool | Whether or not we are single stepping. | |
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void | NotifyDebuggerOfEndOfGameFrame
(
UWorld* CurrentWorld |
Notify the debugger of the end of the game frame. |
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void | NotifyDebuggerOfStartOfGameFrame
(
UWorld* CurrentWorld |
Notify the debugger of the start of the game frame. |
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void | OnScriptException
(
const UObject* ActiveObject, |
|
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void | PostDuplicateBlueprint
(
UBlueprint* SrcBlueprint, |
Duplicates debug data from original blueprint to new duplicated blueprint |
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void | ReapplyBreakpoint
(
FBlueprintBreakpoint& Breakpoint |
Reapplies the breakpoint (used after recompiling to ensure it is set if needed) |
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void | RemoveBreakpointFromNode
(
const UEdGraphNode* OwnerNode, |
Start the process of deleting this breakpoint |
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void | RemoveBreakpointsByPredicate
(
const UBlueprint* Blueprint, |
Removes any breakpoint that matches the provided predicate |
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void | RemoveEmptySettings
(
const FString& BlueprintPath |
|
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bool | RemovePinPropertyWatchesByPredicate
(
const UBlueprint* Blueprint, |
Removes any watched pin that matches the provided predicate |
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bool | RemovePinWatch
(
const UBlueprint* Blueprint, |
Removes a pin property Watch |
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bool | RemovePinWatchesByPredicate
(
const UBlueprint* Blueprint, |
Removes any watched pin that matches the provided predicate |
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void | Request abort the current frame execution | |
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void | Request an attempt to single-step to the next node | |
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void | Request an attempt to step out of the current graph | |
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void | Request an attempt to step over to the next node in this graph or the calling graph | |
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void | RestoreBreakpointsOnLoad
(
const UBlueprint* Blueprint |
Handles breakpoint validation/restoration after loading the given Blueprint |
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void | Save any modifications made to breakpoints | |
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void | SetBreakpointEnabled
(
FBlueprintBreakpoint& Breakpoint, |
Set or clear the enabled flag for the breakpoint |
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void | SetBreakpointEnabled
(
const UEdGraphNode* OwnerNode, |
Set or clear the enabled flag for the breakpoint |
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void | SetBreakpointEnabledForSingleStep
(
FBlueprintBreakpoint& Breakpoint, |
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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void | SetBreakpointInternal
(
FBlueprintBreakpoint& Breakpoint, |
Install/uninstall the breakpoint into/from the script code for the generated class that contains the node |
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void | SetBreakpointLocation
(
FBlueprintBreakpoint& Breakpoint, |
Set the node that the breakpoint should focus on |
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void | TogglePinWatch
(
const UBlueprint* Blueprint, |
Toggles whether a pin is being watched |
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bool | TracepointBreakAllowedOnOwningWorld
(
const UObject* ObjOuter |
Looks along the outer chain to find the owning world and disallowing breaking on tracepoints for editor preview and inactive worlds. |
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void | UpdateBreakpointStateWhenHit
(
const UEdGraphNode* OwnerNode, |
Update the internal state of the breakpoint when it got hit |
Enums
Type | Name | Description | |
---|---|---|---|
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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. |