Breakpoint not triggered in Macro

Hi there.

I have a macro library.

I have a call to one of the macros from a level’s begin play function.

When I place a breakpoint on a node in the macro library, it does not trigger.

Why not, and how can I get it to trigger.

Thanks

It wont trigger because the execution doesn’t go through your maco defininition, it goes through a copy in your BP.

You have to copy the contents of the macro into the BP if you want to debug it, I’m afraid.

You can do this by rick clicking on the node and choosing ‘expand node’ :slight_smile:

Sub problem - I need to debug a level blueprint calling the macro. I open this level from another level (my main menu). The breakpoints disable themselves when the level is not loaded -.-

How do I get around this one?

Meh… you could get around that with level streaming, but it’s really overkill.

It would be much easier to just stick plenty of print nodes in there and figure out what’s going on…

That’s so annoying when I need to use the blueprint call stack to figure out where the exec call came from