Rider在虚幻的调试技巧 | Blurred code

Rider在虚幻的调试技巧

2024/11/27

LastMod:2024/11/27

Categories: UE

查看全局变量

edit-c34d26b7f74a4540b6e52f77a95fdbb1-2024-01-27-15-48-25

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