NOTE: If you just have a few variables you want to see the value of, you can use the print-string method for debugging as well - But, that method doesn't work well when you need to see what's going in multiple large arrays that are about 100-300 indexes in size large. If anyone knows an easier way to see what your variables are doing in the details panel similar to the way we can in Unity, please let me know down below-!!
So... 1. Right-click on pin, watch value 2. PrintStrings with a duration of 0 (will replace the last printed value) OR by using keys [provided your code runs on tick/values are relevant at frame-time] 3. Save yourself some time in the long run and invest 30 minutes in making a custom widget which lists the values you want - make it quick and dirty if you have to, or make it a debug system if the scope of the project/your regular tasks justify the effort - Pack up your debug widget(s) into a custom feature and hook it into any other project you work at OR make them into editor utility widgets, run them once in your project and dock them wherever you like. PM for details.
The better solution is print string If you want to keep the code clean Create a custom event and connect it to event tick Then in the custom event Place a get from variable and connect it to a print string event Add a append to to have it a name when in runtime, it will help you much more than only using colors Make sure the duration is zero if you want it not filling the screen, this for a variable that keeps changing But for when something specific happens or rare, like crashing a car from hit compenet exec Put the duration in a higher number so you can read it Another thing for when not wanting to get strings from AIs Use a branch, in boolen Connect a "is playing.." something I can't remember it's exact name One last thing I recommend having a variable and a branch, to turn on and off the print strings by user input
In addition to the Print String comments, I want to draw peoples attention to the Key field of the print string node. With this field, you can 'name' print strings and avoid having to print them on tick. When a Print String is called it will see if a matching string with the same Key already exists, and if so, replaces it. What this means practically is that you can print only when the value changes, set its duration to something large like 9999, and give it a key, and it will then always be updated to the new value when that print string node (or other with the same Key) is called. Shoutout to Murdre Dukc for implementing it!
I mean...If you click the little eye icon in the blueprint variable list, you can then find the object in the outliner and it will display the current value of the variable. Basically the same as the inspector with public variables in unity. What you described is also useful, but seems more like using breakpoints in unity, where you want to see deeper into runtime data. I could be wrong, I'm watching your videos while transferring to UE5 from unity :D
Could you make a video explaining how to have player customized UI. This meaning allowing a player to move the health bar lets say from top to middle if they want.
I know this has nothing to do with this video but.. Can you make me a new substance video or direct me to this info?? I can't find ANYTHING to help me!! I make materials, and I want to learn how to bundle them into a drop down menu, aka Preset. So I can bundle them into one material. Anywas, ty for your help. I can't like your video's enough ♥
NOTE: If you just have a few variables you want to see the value of, you can use the print-string method for debugging as well - But, that method doesn't work well when you need to see what's going in multiple large arrays that are about 100-300 indexes in size large. If anyone knows an easier way to see what your variables are doing in the details panel similar to the way we can in Unity, please let me know down below-!!
You could create a function that takes the variable name and its value as inputs and use the Printstring node to show those values directly on screen.
So...
1. Right-click on pin, watch value
2. PrintStrings with a duration of 0 (will replace the last printed value) OR by using keys [provided your code runs on tick/values are relevant at frame-time]
3. Save yourself some time in the long run and invest 30 minutes in making a custom widget which lists the values you want - make it quick and dirty if you have to, or make it a debug system if the scope of the project/your regular tasks justify the effort - Pack up your debug widget(s) into a custom feature and hook it into any other project you work at OR make them into editor utility widgets, run them once in your project and dock them wherever you like. PM for details.
The better solution is print string
If you want to keep the code clean
Create a custom event and connect it to event tick
Then in the custom event
Place a get from variable and connect it to a print string event
Add a append to to have it a name when in runtime, it will help you much more than only using colors
Make sure the duration is zero if you want it not filling the screen, this for a variable that keeps changing
But for when something specific happens or rare, like crashing a car from hit compenet exec
Put the duration in a higher number so you can read it
Another thing for when not wanting to get strings from AIs
Use a branch, in boolen
Connect a "is playing.." something I can't remember it's exact name
One last thing
I recommend having a variable and a branch, to turn on and off the print strings by user input
In addition to the Print String comments, I want to draw peoples attention to the Key field of the print string node. With this field, you can 'name' print strings and avoid having to print them on tick. When a Print String is called it will see if a matching string with the same Key already exists, and if so, replaces it. What this means practically is that you can print only when the value changes, set its duration to something large like 9999, and give it a key, and it will then always be updated to the new value when that print string node (or other with the same Key) is called. Shoutout to Murdre Dukc for implementing it!
I mean...If you click the little eye icon in the blueprint variable list, you can then find the object in the outliner and it will display the current value of the variable. Basically the same as the inspector with public variables in unity.
What you described is also useful, but seems more like using breakpoints in unity, where you want to see deeper into runtime data.
I could be wrong, I'm watching your videos while transferring to UE5 from unity :D
Could you make a video explaining how to have player customized UI. This meaning allowing a player to move the health bar lets say from top to middle if they want.
Can't you also just check the message log?
Amm... Print String. 👍
I know this has nothing to do with this video but.. Can you make me a new substance video or direct me to this info?? I can't find ANYTHING to help me!! I make materials, and I want to learn how to bundle them into a drop down menu, aka Preset. So I can bundle them into one material. Anywas, ty for your help. I can't like your video's enough ♥