Releases: matthewlee-dev/unreal-pycharm-remote-debug
Release list
v1.0.0
v1.0.0
Versioning scheme change: previous releases (
v5.4,v5.5,v5.6) were tagged after the Unreal Engine version they supported, not a plugin version. Starting with this release, tags follow semantic versioning (major.minor.patch) for the plugin itself; engine compatibility is now tracked per build artifact instead.v1.0.0is a fresh baseline, not a downgrade fromv5.6.
Major rewrite: the plugin was renamed from PyCharmDebug to PyCharm Remote Debug, with macOS/Linux support added alongside Windows, native Unreal Plugin Settings replacing the old custom editor blueprint, and a full CI/docs/tooling overhaul to get it Fab-marketplace ready.
Added
- macOS and Linux support, plus true remote debugging (PyCharm running on a different machine than Unreal) (#29, fixes #28, #24)
- Unreal Plugin Settings panel for PyCharm executable path / debug host / port, replacing the old custom editor-blueprint config UI
- CI build system producing Fab-ready release artifacts, packaging per-engine-version zips
- MkDocs user documentation site covering installation (Fab and manual), usage, and remote setup
PlatformAllowListand per-file copyright headers to satisfy Fab's Technical Review Checklist
Changed
- Python dependency management migrated from pip-tools to uv
- Linting/formatting switched from pylint + black to ruff; mypy config consolidated into
pyproject.toml - README trimmed to link out to the docs site instead of duplicating installation/usage/remote-setup content
- Plugin packaging now excludes the bundled
LICENSEfile so the Fab EULA, not an MIT grant governs what Fab buyers receive
Fixed
- Debugger disconnect after an exception
- Minor pydevd warnings
- Stale repository links left over from the GitHub rename (
unreal_pycharm_remote_debug→unreal-pycharm-remote-debug), including the plugin'sDocsURL/SupportURL
Full Changelog: v5.6...v1.0.0
v5.6
Installation Instructions
-
Download the attached UnrealPyCharmDebug.zip
-
Extract to the "Plugins" directory in your project or engine installation root. If no Plugins directory exists, create one prior to extraction e.g:
- C:/Users/UserName/Documents/Unreal Projects/MyAwesomeProject/Plugins.
- C:/Program Files/Epic Games/UE_5.6/Engine/Plugins
What's Changed
- fixed init error or opening config dialog if no egg file has been set by @mattdeform in #19
- updating 5.4 with egg missing init fix by @mattdeform in #21
- 5.6.0 preview update by @mattdeform in #22
- support for new versions of pydevd_pycharm using snake case by @mattdeform in: #27
Full Changelog: v5.5...v5.6
v5.5
Installation Instructions
-
Download the attached UnrealPyCharmDebug.zip
-
Extract to the "Plugins" directory in your project or engine installation root. If no Plugins directory exists, create one prior to extraction e.g:
- C:/Users/UserName/Documents/Unreal Projects/MyAwesomeProject/Plugins.
- C:/Program Files/Epic Games/UE_5.5/Engine/Plugins
Full Changelog: https://github.com/mattdeform/unreal_pycharm_debug/commits/v5.5
v5.4
Installation Instructions
-
Download the attached UnrealPyCharmDebug.zip.
-
Extract to the "Plugins" directory in your project or engine installation root. If no Plugins directory exists, create one prior to extraction e.g:
- C:/Users/UserName/Documents/Unreal Projects/MyAwesomeProject/Plugins.
- C:/Program Files/Epic Games/UE_5.4/Engine/Plugins
Full Changelog: https://github.com/mattdeform/unreal_pycharm_debug/commits/v5.4