39 lines
1.5 KiB
Markdown
39 lines
1.5 KiB
Markdown
# Best Practices for UE Wingman
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UE Wingman is useful when you need the *live* Unreal blueprint graph, especially when text exports are missing or stale. Keep the investigation narrow and work in this order:
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1. Start with `Blueprint_Dump` on the asset.
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2. Then use `Graph_Dump` on only the graphs you need.
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3. Inspect child widgets or helper blueprints separately.
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4. Use C++ source only to confirm the surrounding native handoff.
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## Practical Tips
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- Use exact asset paths, like `/Game/Widgets/WB_Hotkeys`.
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- For graph paths, include the graph name exactly as Wingman reports it.
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- Expect parameter names to be strict; check the automatic documentation if a command fails.
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- Prefer structural questions over broad ones. Ask for one asset, one graph, or one dispatcher at a time.
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- Use Wingman to confirm what the blueprint *actually does*, not what the docs say it should do.
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## What Wingman Is Good At
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- Finding widget trees.
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- Showing event graphs and function graphs.
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- Tracing blueprint-to-blueprint or blueprint-to-Lua handoff points.
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- Confirming which variables a widget stores and reads.
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## What Wingman Is Not Good At
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- Replacing source code browsing for C++.
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- Explaining large graphs all at once.
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- Tolerating vague paths or loosely named assets.
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## Recommended Workflow
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1. Dump the blueprint.
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2. Dump the relevant graphs.
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3. Trace the data flow node by node.
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4. Cross-check the native C++ only where the blueprint calls into engine code.
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This keeps the context small and makes the result easier to trust.
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