查看全局变量
VS的语法
UnrealEditor-Core!GConfig
UnrealEditor-Engine!GPlayInEditorContextString
Rider的语法:
{,,UnrealEditor-UnrealEd.dll}::GEditor->PreviewPlatform.PreviewFeatureLevel
{,,UnrealEditor-RHI.dll}::GMaxRHIFeatureLevel
{,,UnrealEditor-UnrealEd.dll}::GEditor->PreviewPlatform.PreviewFeatureLevel
{,,UnrealEditor-Core}::PrintScriptCallstack() // 查看蓝图堆栈
{,,UnrealEditor-Engine.dll}::GPlayInEditorContextString
条件断点
FString
: wcsstr((wchar_t*)MyString.Data.AllocatorInstance.Data, L"Search substring")
FName
: strstr(((FNameEntry&)GNameBlocksDebug[MyFName.DisplayIndex.Value >> FNameDebugVisualizer::OffsetBits][FNameDebugVisualizer::EntryStride * (MyFName.DisplayIndex.Value & FNameDebugVisualizer::OffsetMask)]).AnsiName,"Searchsubstring")
Reference:
更详细的资料可以从这里找到,这片笔记的内容都包含在这片好文里 https://dev.epicgames.com/community/learning/tutorials/dXl5/advanced-debugging-in-unreal-engine