Print bp callstack

When running an Editor build of your game, you can now use the command:

{,,UE4Editor-Core}::PrintScriptCallstack()

::PrintScriptCallstack()

Reference From https://www.unrealengine.com/en-US/blog/debugging-ufunction-invoke

Print Blueprint CallStack from Visual Studio:

  • In the immediate window: cpp>{,,UE4Editor-Core}::PrintScriptCallstack(false)

  • How to make a command alias & button for it with Visual Commander Macro

  • Create a VCMD Command called ‘PrintScriptCallstack’ and use this code

using EnvDTE;
using EnvDTE80;

public class C : VisualCommanderExt.ICommand
{
    public void Run(EnvDTE80.DTE2 DTE, Microsoft.VisualStudio.Shell.Package package)
    {
      if (DTE.Mode == EnvDTE.vsIDEMode.vsIDEModeDebug)
      {
        //In monolothic builds, it should be ::PrintScriptCallstack()
        DTE.ExecuteCommand("? {,,UE4Editor-Core}::PrintScriptCallstack(false)");
      }
    }
}
  • Then do this in Visual Studio to setup a command shortcut alias:

    cpp>alias pbs VCmd.CCommandPrintBPStack


Last update: November 14, 2019