
Descrição
Video Tutorials: https://www.youtube.com/playlist?list=PLSqwU8sbczQo1e00cj1814WUMoAeGSjYZ
(For any questions, feel free to leave a comment below. I'm always happy to help!)
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Supercharge your debugging workflow and iterate faster than ever. Runtime Details creates a live connection between your running game and the editor, letting you inspect, modify, and control any UObject, Blueprint, or UMG UI layout in real time, even in packaged builds on PC, Android, iOS, or other Editor instances.
Stop recompiling code, placing debug actors, or blindly guessing why a UI element is hidden on mobile. Runtime Details streams the internal state of your game directly to the editor, letting you manipulate UProperties, call UFunctions, debug Blueprint logic, and visually tweak Widget properties instantly—no interruptions, no repackaging.
The plugin has been validated on Windows, Android, and iOS. It should theoretically work on any platform with network support, including PS5, Xbox, and Switch.
Key Features
Live UObject & Blueprint Inspection
Dynamically discover and list all UObjects (including Blueprint instances) in your running game based on customizable filters.
Select any UObject to view all its UProperty values in a details panel.
Real-Time Remote Modification
Change any UProperty value (e.g., variables in your Blueprints or native classes) directly from the editor window.
Changes take effect immediately in the running game, perfect for tweaking speeds, health, materials, or any exposed variable.
Remote UFunction Execution
Call any UFunction, including Blueprint Events and Functions, on-demand.
Trigger events, execute gameplay logic, or test functions without stopping your game.
Blueprint Remote Debugging (v1.1)
Set remote breakpoints on Blueprint nodes in packaged builds.
Step through functions live, inspecting stack variables and return values at every level.
Modify return values or local variables in real time, then continue execution to see changes propagate immediately.
Remote breakpoints appear in the node’s top-right corner, clearly distinguishing them from the editor’s built-in top-left breakpoint markers.
Nodes may also show editor breakpoints, which are independent and remain unaffected.
Latent Action nodes are currently not supported for remote debugging.
Full Call Stack & Variable Inspection (v1.1)
Explore the function call stack during execution.
Inspect stack variables at any frame, including return values and function-local UProperties.
Remote Widget Reflector (v1.2)
Inspect and debug UMG and Slate UI layouts remotely on any packaged build, including mobile platforms.
Widget Tree Hierarchy: View the complete remote widget tree to instantly identify layout issues, overlapping elements, or hidden layers.
Live UI Tweaks: Modify UWidget properties such as Color and Opacity, Visibility, and see the layout changes instantly on the remote client.
Target Picker: A unified cross-platform tool that allows you to precisely pick and highlight UI widgets on the remote device directly from the editor, bypassing platform-specific input limitations.
Integrated Live Log Capture
Automatically captures log output related to UProperty changes and UFunction calls.
Immediate feedback, error messages, and execution results are visible in the editor’s Log tab.
Usage:
1. Open the Runtime Details Window
UE5: Tools > Runtime Details
UE4.27: Window > Runtime Details
2. Ensure Network Connectivity
Make sure the game client and editor server are on the same LAN.
3. Start the Connection from Your Game
In your running game (either in a packaged build, the Editor, or a Play-In-Editor session), open the console command window and enter:
rtd.connect <YourServerIP:Port>
Example: rtd.connect 192.168.0.1:18000
You can find the correct IP and Port in the Runtime Details editor window, listed as the Server Address property.
4. Verify Successful Connection
Once the command is executed, check the Client list in the Runtime Details window. Your game device should appear there, indicating a successful connection.
(Optional) You can also type rtd.ui in the game's console to open a small client-side UI panel, which displays the current connection status. This step is not required for the plugin to function.
5. Inspect and Debug Live Objects
You are now ready to debug! You can:
Use the Object List to select any UObject or Blueprint.
View and modify UProperties in real time.
Call UFunctions directly from the editor.
For Blueprint nodes, set breakpoints, step through functions, inspect and modify stack variables, and observe immediate effects in the game.
Click the "Widget Reflector" button to open the UI debugging suite. Use the Target Picker to select remote UI elements and modify their properties in the Universal Details Panel.
The workflow for inspecting and modifying properties is designed to be familiar and operates similarly to the standard Unreal Editor details panel.







