how my debugging workflow changed after getting burned by packaged builds too many times
for a long time my debugging setup was basically just whatever unreal gave me by default. output logs, breakpoints, and hoping for the best.
that worked fine until i started dealing with packaged builds more seriously. suddenly all the stuff that looked stable in PIE started falling apart. timing issues, initialization order problems, missing assets, weird platform-specific behavior… things that never showed up in editor.
biggest thing that changed for me was adding logs earlier instead of waiting for bugs to happen first. not spam logging everything, just enough to understand what the system was doing before something went wrong. proper categories helped a lot too because digging through thousands of unrelated lines gets old fast.
the other big shift was testing packaged builds earlier and more often. for a long time i treated the editor like the real environment when honestly it isn't. if the issue only exists in a packaged build, eventually you have to debug there.
mobile and VR were probably the most painful part. getting useful logs from an actual device without constantly tethering it to a PC got annoying really fast. i ended up solving part of that with GLS, but honestly the bigger lesson was just that visibility in the real runtime environment matters way more than i used to think.
still figuring things out as i go, but the workflow feels a lot less blind now.
how are you guys usually handling debugging for packaged builds?