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Unreal Development Kit Game Design Cookbook
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If you are using a UDK version from June 2011 onwards, when you are using Kismet to create events and actions to enliven the actors in the scene, you can track the nodes that are being used (or not used) and also check some statistics for how frequently nodes are firing. There is a lengthy chapter on Kismet operations in Chapter 4, Got Your Wires Crossed? This recipe is not a Kismet lesson, just a procedure for enabling the Kismet debugging tool using an existing scene.
Load the scene from the provided content: Packt_01_BreakPoints_START.UDK.

The Kismet for the scene is contained in a sub-sequence BlockAB. Its functionality is covered in Chapter 4, Got Your Wires Crossed? in the recipe Allowing the player to pick up, carry, and place an object. For now, we just want to get the Breakpoints used to check the Kismet is working.


Right-click on the first event in the sequence and choose Set Breakpoint. Repeat this with all the other events in the sequence. Events are easy to spot, since they have a hexagon shape, and red outlines (that turn yellow when selected).


The next Breakpoint will likely occur after you pick up the rocket launcher and fire a rocket at the platform on the ground. Looking at the Kismet debugger you can see some statistics showing above each involved node, the time it was last activated and the number of times it has activated.

Rather than pressing Play this time, select the event labeled KActor_2 Take Damage, right-click on the icon on its right-hand side called Run to Next Action. Choose Selected and the game will let you play up till the point when the Trigger involved takes damage from the rocket. The statistics above the node will show for the Take Damage event the current level of damage to the involved Trigger. You may see many nodes stepping through as they fire one after the other. This is where you can track the order or correctness of your Kismet sequence.
After this point, pressing Play again from Kismet, you may notice that there is a kind of strange, continual pausing every time you hit Play. This is because one of the events involves a Trigger attached directly to the player, which is triggered by the player continually. So, while the Kismet is showing, look for and select the event Trigger_0 Touch and right-click on it and choose Clear Breakpoint.
Unless you shoot the platform continually, the next Breakpoint to fire will be when you place the carried platform in the space for it against the wall. The event is called Trigger_3 Touch. It's inside the Check Block Int comment box. Directly after that event, the game should pause and show the debugging window again because the platform is removed immediately from the scene by the Destroy action on which we set a Breakpoint earlier.
Hotkeys for the Kismet debugger window
Alt + F7 = Pause
Alt + F8 = Continue
Alt + F9 = Step through
Alt + F10 = Run to next action

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