Debug Unreal Engine Python using PyCharm

If you are using Unreal Engine Python you might want to debug your program without putting print() everywhere. Here is what I use to debug Unreal Engine python code from PyCharm.

  1. Configure your python interpreter

    Add a new python interpreter :

    If you use the embedded python interpreted, it should be located here Engine\Plugins\UnrealEnginePython\Binaries\Win64\python.exe

  2. Create a remote debug configuration

    On the run/debug configuration selector, select Edit Configurations...

    edit config

    Create a new configuration by clicking the + button and Python Remote Debug.

    add remote

    Setup your configuration by giving it a name, choose a port (for example 60058), check Redirect output to console and uncheck Suspend after connect. Then, click OK.

    setup remote

  3. Launch the debug configuration in PyCharm

    Select your debug configuration on the Run/Debug configuration selector on the top right of the window.

    enable remote

    Click the bug icon to launch the remote debugging bug. It will wait for a remote connection.


  4. Attach to the debugger in Unreal

    Execute the following code from the Unreal Engine Python editor.

    You’ll have to change the pydev_path variable and use your own pydev directory from your PyCharm installation.

    import sys
    def attach_to_debugger(host, port):
            # TODO : Use your PyCharm install directory.
            pydev_path = "D:/PyCharm/PyCharm 2018.3.4/helpers/pydev"
            if not pydev_path in sys.path:
            import pydevd
            print("PyCharm Remote Debug enabled on %s:%s." % (host,port))
            import traceback
    attach_to_debugger('localhost', 60058)

    If you don’t want to execute this code every time you need to debug you application, you can call it from the file, but watch out, pydevd.settrace() will freeze the engine until you launch your remote debug configuration from PyCharm.

  5. That should be it !

    Put some breakpoints in PyCharm and they should break when the code is executed.

    Sadly, despite having access to the content of your standard variables (list, dict…), you won’t be able to get the content of unreal_engine.UObject and other Unreal related objects.

If you are using VSCode, take a look at the Remote Debugging documentation of the Python extension. Unfortunately, the last time I tried it, I couldn’t manage to hit the breakpoints since they were Unverified (greyed out).

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