C++ project built against launcher exes does not work with breakpoints

Similar to this issue - How do I set breakpoints and debug engine plugins? - Plugins - Epic Developer Community Forums

To repro -

Run 4.8.2 from launcher.
Make new empty c++ project, no starter content.
Run it. Add a pawn class using c++ class wizard.
Quit and open in vs2013.
Build debuggame editor.
Press f5.
Breakpoints do not work.
If you copy pdb to C:\Program Files\Unreal Engine\4.8\Engine\Binaries\Win64 folder it works fine.

How do I fix this so that when I build/run it finds correct pdb’s?

Hi Pall,

Thanks for report! I’ve assigned a member of our support staff to this issue, and they’ll post here as soon as they can if they have any questions for you.

Hey Pall-

I found that adding pawn to level does trigger breakpoints as expected. However setting class as default pawn class did not trigger any breakpoints. This bug has been reported (UE-19205) for investigation.

Cheers

This looks to be a windows bug.

My project is in c:\projects

C: is one drive. C:\projects is a link to another drive (done through windows drive manager).

If I move project into c:\projects2 (a normal folder) it works just fine.

So there’s a bug with visual studio/folder mapped drives.

It’s such an edge case that I’ll resetup my drives to not do that.