In a project I imported from another developer, none of the regular Blueprint classes (e.g., Actor, Pawn, or Level Blueprints) show execution wire highlighting during runtime, even though breakpoints are triggered correctly. However, Animation Blueprints work perfectly—their execution wires turn red as expected.
- Breakpoints in regular Blueprints are hit, confirming logic execution.
- Animation Blueprints display execution flow highlighting normally.
- The issue persists across multiple Blueprint types (Event Graphs, Functions).
Has anyone encountered this issue? Are there hidden project settings or INI configurations that could globally disable execution wire highlighting for regular Blueprints?