Blueprints workflow #41
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Hi! I am totally new to Unreal, but have spent a day going through the online tutorials so I have an ok grasp of the workflow now. So what am i missing here? I am running Unreal 4.25.3 and Visual Studio 2019 on a Windows 10 x64 machine. The second question (that is really the extension of the first question) I have is: How do you debug your functions?? If I make changes to the Tests classes, the change shows up after recompile and re-install the plugin. Does that mean that there is no way to runtime-debug the classes created in C#?? I would love some pointers here, because I am super-pepped to get started on this :-) Best regards |
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Replies: 2 comments 2 replies
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Hello and welcome.
What you are looking for is blueprint nodes that are accessible by right-clicking on any graph and selecting the .NET category on the list, then just create nodes and connect them. You are free to manipulate nodes as you want. Most likely, these nodes will be changed in upcoming versions.
You don't need to reinstall the entire plugin after making changes to your assemblies. Just modify your C# code, recompile the .NET project to the managed folder, and hit play as described in the manual. To debug managed code you have to use IDE with an attached debugger to the editor. You also can use functionality from the |
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Also, see this and other sections from the overview. |
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Hello and welcome.
What you are looking for is blueprint nodes that are accessible by right-clicking on any graph and selecting the .NET category on the list, then just create nodes and connect them. You are free to manipulate nodes as you want.
Most likely, these nodes will be changed in upcoming versions.
You don't need to reinstall the entire plugin after making changes to your assemblies. J…