Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

The blueprint debugger


Debugging code is a process which usually involves using breakpoints inside the IDE (which is Visual Studio here), but what if the game logic, or even parts of it have been made in a form of blueprints, then how could we debug those parts?

Well, Unreal Engine supports breakpoints for the blueprints logic as well, and that makes it easier to debug any graph-based logic. You can simply add a breakpoint to any node within a blueprint by simply right-clicking over the node, and choosing Add Breakpoint. It will be represented by a red circle at the top-right corner of the node:

Later, this choice will be replaced by a few other ones such as:

  • Remove Breakpoint

  • Toggle Breakpoint

  • Disable Breakpoint

As expected, once you run the game, and the logic is about to execute the node that holds the breakpoint, then the game stops, and Unreal launches the blueprint for you, with the node highlighted:

That's one way of using the breakpoints. And it is a great thing to do! However, when...