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