您需要 登录 才可以下载或查看,没有账号?注册
x
本文翻译完毕,(由天の川和newton共同完成)由于译者水平有限。难免出现错误和纰漏,请观看到此页文档的童鞋,如果发现有错误或者有更好的翻译建议请善意的回帖。楼主会尽量按正确的改正。
以下为正文:
Blueprint debugging is a very powerful feature that allows you to pause execution of the game in Play In Editor or Simulate In Editor mode and step through any graph of a Blueprint or Level Blueprint through the use of breakpoints.
蓝图调试是一个非常强大的特性,它允许您通过任何图蓝图或关卡蓝图中使用断点暂停执行PLAY的游戏编辑器或在编辑模式模拟和步进。
On this page:
Debugging Controls调试控制
Breakpoints断点
Debug Tab and Blueprint Debugger调试选项卡和蓝图调试器
Watch Values观察值
Execution Trace执行追踪
Debugging Controls
调试控制
The debug controls allow execution of the game in Play In Editor and Simulate In Editor mode to be controlled. The controls become enabled in the Blueprint Editor when the game is running. Different debugging-specific buttons appear on the Toolbar depending on the type of Blueprint being debugged and the current state of the debugging.
调试控制允许游戏在执行编辑模式下进行模拟控制。当游戏正在运行时启用蓝图编辑控制器。根据蓝图的类型和正在调试和调试的当前状态会有不同的特定调试按钮出现在工具栏。
Both the Debug tab, which can be opened from within Graph mode in the Blueprint Editor, and the Blueprint Debugger will also display the context-sensitive debugging buttons when Simulate in Editor or Play in Editor modes are active.
这两个调试选项卡,可以在蓝图编辑器的图表模式中打开,并且在编辑器播放或模拟模激活时,蓝图调试器也将显示相关的调试按钮。
The debug controls allow execution of the game in Play In Editorand Simulate In Editor mode to be controlled. The controls become enabled when the game is running. Different debugging-specific buttons appear on theToolbar depending on the type of Blueprintbeing debugged and the current state of the debugging. Some controls only become enabled when relevant, i.e. when a breakpoint is hit.
调试控制允许编辑模式下在执行播放时允许模拟过程被控制。游戏运行时,控件会变为启用。根据不同类型的调试蓝图和先行的各种调试状况,会在工具栏中会启用不同的控件,即,当一个断点被单击时。
Breakpoints
断点
(感谢newton提供的断点这部分的翻译)
Breakpointsallow execution of the game to be paused at a certain point when runningthe game in the editor. All breakpoints for all graphs belonging to aBlueprint or Level Blueprint are displayed in the Debugtab. The names of the breakpoints in this list are hyperlinked allowingyou to click on them and be taken directly to the node associated withthe breakpoint in the Graph tab.
Breakpoints can be set on any node in the graph that gets executed, such as Function Calls and Flow Control operations, by right-clicking on the node and choosing Add breakpoint. When a breakpoint has been set on a node, a graphic is displayed in the upper-left corner of the node.断点允许在编辑器中运行游戏时,在某个地方暂停游戏的执行。 在Debug标签中将显示出所有图表的所有断点,包括所有蓝图的、关卡蓝图的。 这个列表中的所有蓝图的名字,都有链接,你可以点击他们跳转到图表标签中这个断点所在的节点。
通过在节点上右键点击,并选择添加断点,可以给所有将被执行的图表中的任意节点设置断点。 比如呼叫函数、流程控制等操作。
reakpoints can be disabled as well by right-clicking on the node and choosing Disable breakpoint or clicking the icon next to the breakpoint in the Debug to toggle it off. This can also be done by right-clicking the breakpoint in the Debug tab and choosing Disable breakpoint.
断点还能被禁用,也是通过右键点击加点,选择禁用断点,或在Debug中断点旁的图表上点击来开关它。 同样还能在Debug标签中右键单击断点,并选择禁用断点来完成。
This leaves the breakpoint in place, but it will not stop the game whenthe node is executed. A disabled breakpoint is displayed as just anoutline.
这样能保留断点的位置,但不在游戏中又运行该节点时中断。 禁用的断点只会被显示为一个线框。
To enable a disabled breakpoint, right-click on the node and choose Enable breakpoint or click the icon next to the breakpoint in the Debug tab. This can also be done by right-clicking the breakpoint in the Debug tab and choosing Enable breakpoint.
要恢复一个禁用的断点,还是右键单击节点并选择启用断点,或点击Debug标签中断点旁的图标。 也同样可以通过邮件点击Debug标签中的断点,并选择启用断点来完成。
Breakpoints can be removed by right-clicking the node or right-clicking the breakpoint in the Debug tab and choosing Remove breakpoint.
When a breakpoint is hit, the graph will focus on the nodecontaining the breakpoint and an indicator is displayed on thebreakpoint.
要移除断点,右键点击节点或右键点击Debug标签中的断点,选择移除断点。
当遇到一个断点时,图标将聚焦到包含该断点的节点上,并且在上面会显示出一个指示图标。
In addition, the viewport will display an overlay to alert the player that the game has been paused for debugging.
与此同时,视图中将有叠加显示,以此告知玩家游戏为Debug暂停了。
Debug Tab and Blueprint Debugger
调试选项卡和蓝图调试器
The Debugtab shows information designated as important by the designer in the form of breakpoints and watch values as well as a trace stack of allnodes belonging to the Blueprint that have been executed. This windowalso shows controls for controlling execution of the game when usingbreakpoints.
调试选项卡显示一些信息,这些信息对于设计师是很重要的,它们以断点的形式和观察值的形式很好的运作。当游戏执行时,断点会很好的堆栈跟踪蓝图中的节点。这个窗口也显示控件。
Watch Values
观察值
Watch valuesallow you to quickly and easily see the values of variables during execution. All watch values for the selected Actor as well as the LevelBlueprint are displayed in the Debug window when debugging after abreakpoint is hit and update as you step through the graph.
观察值允许你快速而容易的查看在执行期间变量的值。所有被选择的角色的观察值都会在关卡蓝图的调试窗口中显示,当断点后后调试和更新图表时,他们会根据你在图表中设置的进行的更新。
Values being watched also have the ability to be displayed directly in the graph as a bubble above the variable.
被观察的值还能直接显示在图表中,他是把变量作为一个气泡提示来显示的。
To enable the display of the watch information bubble, simply click the magnifying glass () next to the variable's name.
要启用观察值气泡信息,只需点击在变量名称旁边的放大镜()。
Execution Trace
执行追踪
The Execution Trace stack shows a list of the nodes executed with the most recent at the top.
执行追踪叠加显示在一个执行节点列表中,一般在最近顶部。
This list updates as you step through the graph when debugging.
当设置通过图表调试时这个列表更新。
原文地址
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Debugging/index.html
版权声明,本文翻译为GALAXIX成员贡献,谢绝抄袭
|