These two menstrual periods are often used to execute unrealscript, because many of the client's game logic is implemented using it. As a scripting language, unrealscript is naturally easier to write than C ++, but it is quite troublesome to debug. Executor executable files are really unpleasant. So we had to use the oldest method-'Log (similar to the C-language printf). During each debugging, we added a print statement prefixed with our own name near the suspicious code, after debugging, delete these print statements.
Later, I accidentally discovered the unrealscript IDE, which made debugging much easier. Today, we also found that unrealscript ide may be more convenient than nfringe-the former can be used with Visual Studio to debug C ++ and unrealscript code simultaneously in the same process. To do this, you do not need to install plug-ins. The method is to use unrealscript
IDE command line to start debugging:
- Use the udk.exe make-debug-full command to compile the UC file in debug mode.
- Open the source code project in unrealscript IDE.
- Add the debugging parameter autodebug in the Project Properties of the Visual Studio project.
- In Visual Studio, press F5 to start the program for debugging.
However, this method still has a defect, that is, it cannot directly step into from unrealscript to C ++ code, or vice versa. If an unrealscript statement calls the C ++ function, you must first set a breakpoint at the call statement in the unrealscript IDE, and then find the C ++ function in Visual Studio, you can set another breakpoint in Visual Studio to simulate the step into effect.