I’ve noticed something similar over a month ago on 4.10.1.
Breakpoints do not always get hit. It’s still happening on 4.10.4
I have a simple base class for weapons which consists of a static mesh, particle emitter and a sphere. There are 4 children of that base class with their own, unique static mesh and the sphere size adjusted.
I was trying to debug why the particle effect wasn’t reenabling and ran into breakpoint problem. After seeing your post I made some tests:
※I placed a break point on sphere begin and end overlap calls in the base class.
Test 1: I placed each of the 4 children in the world and tested each one, 1 at a time. Each one hits the breakpoint when there is only one in the world.
Test 2: I then added a second one, in addition to the last solo one that I verified worked. Only the first one fires.
Test 3: I then deleted all of the them (the 2 of’em), and placed all 4 of them in the level. Only the last one I placed fires.
Test 4: I deleted the 4th one and thought maybe the 3rd one I placed would fire. Not to my surprise it didn’t. hehe
For some reason now only the 2nd one fires.
Maybe there’s a “Musical Breakpoint” setting defaulted to “On” somewhere.