# \[4.7.6\] Many problems with the Blueprint debugger

**URL:** <https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [June 10, 2015, 9:08am UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254 "2015-06-10T09:08:41Z")\
**Posts on this page:** 16\
**Page:** 1

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**Author:** ![anonymous\_user\_c0687f281](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c0687f281](https://forums.unrealengine.com/u/anonymous_user_c0687f281)\
**Post date:** [June 10, 2015, 9:08am UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/1 "2015-06-10T09:08:41Z")

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I often got problems with the blueprint debugger:

- The keyboard shortcut for ‘next step’ (F10) doesn’t work while the button isn’t always at the same place
- Variables are often reported as out-of-scope when they clearly are not

![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/0/2/40288d8106c6b97f08138989710be6d7934b6625.png)

- Return values of functions aren’t reported (on mouse-over it only gives the type of the variable)

![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/a/7/1a7ce4a277c573a48f6336220ca7439205ea5daa.png)

- It’s the same with current variables of the event graph:

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/2/5/7258f98c08859738be82fbc899eb4254342f4020.png)

- Many calls in the stack trace are doubled (or are they really all called twice?!):

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/2/7/827436bbb59f4d18a1fabe56375fd380f1a72780.png)  
There are some basic features missing, too:

- There is no keyboard shortcut for ‘resume’
- There is no ‘step-in’, step-over,‘run until here’ etc. which makes debugging unnecessary clunky
- There is no ‘watch’ window which shows the values of all variables currently in scope (or only locals)
- A little more sophisticated: There are no conditional breakpoints (‘stop if condition X is true’)

Many thanks,

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 10, 2015, 6:05pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/2 "2015-06-10T18:05:23Z")

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Hi ,

Thank you for your report. I have been able to reproduce almost everything here and have entered several bug reports, UE-16804, UE-16809, UE-16813, UE-16814, UE-16817, UE-16824 to be assessed by the development staff. The only piece I could reproduce in 4.7.6 but not in 4.8 was watching values, I did not see any that remained out of scope, however if you have additional steps I can take to reproduce this on my end I’d be happy to take another look.

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**Author:** ![anonymous\_user\_c0687f281](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c0687f281](https://forums.unrealengine.com/u/anonymous_user_c0687f281)\
**Post date:** [June 11, 2015, 7:15pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/3 "2015-06-11T19:15:49Z")

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Ok, thank you, I will report back if this happens in UE 4.8.  
BTW: How to check the status of bugs, is there anything I can do with this UE-XXXXX IDs (got already about 40 of them or so but no place to looks them up)

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 11, 2015, 7:37pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/4 "2015-06-11T19:37:15Z")

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At the moment it is a bit limited as we don’t have a public bug tracker currently available. What you can do is ask for an update on whichever number you are interested in and we’ll be happy to pull up the information on that particular report for you.

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**Author:** ![anonymous\_user\_c0687f281](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c0687f281](https://forums.unrealengine.com/u/anonymous_user_c0687f281)\
**Post date:** [June 11, 2015, 9:07pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/5 "2015-06-11T21:07:47Z")

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Ok, thank you

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [June 12, 2015, 9:52pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/6 "2015-06-12T21:52:17Z")

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Hi ,

Just a quick update: There is already a resume shortcut, all you should have to do is assign it a key and you’ll be good to go! To find this go to Editor Preferences\>Keyboard Shortcuts and type in “Resume” in the searchbar.

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**Author:** ![anonymous\_user\_c0687f281](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c0687f281](https://forums.unrealengine.com/u/anonymous_user_c0687f281)\
**Post date:** [June 12, 2015, 10:45pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/7 "2015-06-12T22:45:19Z")

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Hi ,

thanks for the tip, this will save me quite some time when debugging.

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**Author:** ![anonymous\_user\_f3fb80e6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f3fb80e6](https://forums.unrealengine.com/u/anonymous_user_f3fb80e6)\
**Post date:** [October 9, 2015, 3:37pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/8 "2015-10-09T15:37:49Z")

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Hey guys, I am experiencing the same issues in UE4.9.2. Are there any news / ETA on that?

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [October 9, 2015, 3:42pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/9 "2015-10-09T15:42:01Z")

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Hi ,

Currently, most of these are lower priority as our resources are dedicated elsewhere. Unfortunately, I do not have a timeframe of when any of the bugs listed will be addressed.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_f3fb80e6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f3fb80e6](https://forums.unrealengine.com/u/anonymous_user_f3fb80e6)\
**Post date:** [October 9, 2015, 3:46pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/10 "2015-10-09T15:46:09Z")

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That’s sad to hear, as in my opinion debugging is one of the most essential features there is. It’s quite surprising that this is considered low prio at Epic ☹

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<div class="post-metadata">

**Author:** ![anonymous\_user\_c0687f281](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c0687f281](https://forums.unrealengine.com/u/anonymous_user_c0687f281)\
**Post date:** [October 11, 2015, 12:44pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/11 "2015-10-11T12:44:10Z")

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Well, it’s quite depressing to read this low-priority-thing over and over again when it comes to fixing bugs in UE4, months after they have been officially reported.

The Blueprint debugger is a crucial tool which is used every day by anyone who actually tries to work with Blueprints. How can this still (!) be of low priority, even after more than 4 months of waiting?

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**Author:** ![anonymous\_user\_e690b31d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e690b31d](https://forums.unrealengine.com/u/anonymous_user_e690b31d)\
**Post date:** [November 14, 2015, 11:56am UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/12 "2015-11-14T11:56:01Z")

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I’m also quite frustrated with the this issue:

```
Variables are often reported as out-of-scope when they clearly are not

```

What is the status of this? (Tried 4.10 still not resolved)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [November 16, 2015, 6:25pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/13 "2015-11-16T18:25:43Z")

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Hi deenigeechteik,

Most of the out of scope variable errors have been addressed as of 4.8, though there are two feature requests in the editor for watching local variables within scope. Are there specific times you are seeing variables out of scope?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_e690b31d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e690b31d](https://forums.unrealengine.com/u/anonymous_user_e690b31d)\
**Post date:** [November 16, 2015, 6:29pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/14 "2015-11-16T18:29:46Z")

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After I posted this I realized they might really have been out of scope. I’ll let you know if I find a recurrence of this issue.

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**Author:** ![anonymous\_user\_c0687f281](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c0687f281](https://forums.unrealengine.com/u/anonymous_user_c0687f281)\
**Post date:** [November 17, 2015, 9:00am UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/15 "2015-11-17T09:00:51Z")

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AFAIK the problem lies in the deferred evalution of the input nodes. The break statement currently stops _before_ they are evaluated and not after that. Actually we would need two breakpoint-“slots” in blueprint (early/late), maybe visualized in a red dot in the title bar on the left (before evalution) or right (after evalution).

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**Author:** ![anonymous\_user\_deecf88c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_deecf88c](https://forums.unrealengine.com/u/anonymous_user_deecf88c)\
**Post date:** [March 14, 2017, 6:14pm UTC](https://forums.unrealengine.com/t/4-7-6-many-problems-with-the-blueprint-debugger/321254/16 "2017-03-14T18:14:16Z")

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Unfortunately I’m still seeing a lot of issues with BP debugging in 4.12.5

Sachin
