[Bug]Blueprint Debug moves to different Blueprint

While trying to debug a blueprint I put in a breakpoint which worked fine until I clicked step ahead and got to my timeline in current blueprint I was working on. Then at that point it jumped into level blueprint and started going through from timeline there.
I thought it was just a one off so I closed all blueprints I had open and left only one I was working with then I ran it again and it did same thing.

So what can I summarize I did to create this issue

  1. I copied over some parts from another blueprint timeline being one of them
  2. I noticed also that I cannot move timeline to category it stays in default
  3. I have tried renaming timeline as when I pasted it over it lost name it had in other blueprint. This I was able to do
  4. after renaming this did not change problems listed above
  5. When project loads I get this error - failed import CurveFloat /Game/Assets/Blueprints/BP_Commentary_Box.BP_Commentary_Box:CurveFloat_0_1 in/Game/Maps/Testmap
  6. I migrated BP_Commentary_Box blueprint from examples to my project but I am not using it in map
  7. project is Shootergame that I am working with

other than that blueprint works I can put in break points after or before as long as I don’t hit timeline

Hey Emile,

Thanks for your report. I have been unable to reproduce issue you are describing with following steps:

  • Create an Event Begin Play node in Level Blueprint
  • Create a Timeline with some float and vector tracks
  • Connect Timeline to Begin Play node
  • Copy nodes in Level Blueprint
  • Create a new Actor Blueprint
  • Paste nodes into new Actor Blueprint
  • Put a Breakpoint on Event Begin Play node in Actor Blueprint
  • Compile both Blueprints
  • Play in Editor
  • Step Forward in Actor Blueprint

I wasn’t brought back to Level Blueprint after using Step Forward. I also migrated BP_Commentary_Box Blueprint into project, and it did not seem to have any impact on outcome.

Any further details you can provide may help me reproduce issue. If you can include some images of your Level Blueprint and Blueprint with Timeline issue, that would help as well. Thanks!

Copy and paste Simple curve Timeline from BP_Commentary as in step 1

Hey Emile,

I duplicated process I described above, using a copy of Timeline node from BP_Commentary_Box in place of creating a new one. I am still not encountering issue. If you can think of any additional details that may help in reproduction of issue, please let us know.

Best,

PS. Timelines are currently not able to be put into Categories, but option is not grayed out. This is a known issue and has been reported. Thanks for pointing it out, though!

I’d be happy to send you blueprints if it would help

Please do. Have you attempted to replicate issue in a new project?

Ok so I made a video (Blueprint_debug) I will put in FTP Drop box under EmileT as well as blueprint(s).

I also noticed and this may be nothing but in log it displays

[505]LogBlueprintDebug:Warning: Hit breakpoint on node 'K2Node_IfThenElse_525' , from offset 701

Hey Emile,

Thanks for providing that information for me! I took a look at your video and realized that jump to Level Blueprint happened after you stepped past Timeline in question, rather than at Timeline itself. What’s happening here is intended behavior; debugger is stepping through to next event which isn’t in your current Blueprint. If you keep stepping forward, it will go through your Level Blueprint events and then likely through your Anim Blueprint until it is done with each event in Tick.

error you are encountering when loading your project is related to Timeline you copied from BP_Commentary_Box. When copying a Timeline, track information is lost for copy but tracks are still there. When your project is opened, it’s looking for missing track. This is a known issue and has been reported. For now, you could create a new Timeline and replace copy with that.

issue you had with Categories is also a known issue, as I mentioned previously. You cannot currently place Timelines in Categories.

Thanks again for feedback, and I hope this answers your questions!

Best,

but if I breakpoint and start at timeline then step forward, it does not do jump

I will replace time line with a new one … which I think I did already before this debug problem again thanks and hope this helps sort out some errors

Hey Emile,

Thanks for providing that information for me! I took a look at your video and realized that jump to Level Blueprint happened after you stepped past Timeline in question, rather than at Timeline itself. What’s happening here is intended behavior; debugger is stepping through to next event which isn’t in your current Blueprint. If you keep stepping forward, it will go through your Level Blueprint events and then likely through your Anim Blueprint until it is done with each event in Tick.

error you are encountering when loading your project is related to Timeline you copied from BP_Commentary_Box. When copying a Timeline, track information is lost for copy but tracks are still there. When your project is opened, it’s looking for missing track. This is a known issue and has been reported. For now, you could create a new Timeline and replace copy with that.

issue you had with Categories is also a known issue, as I mentioned previously. You cannot currently place Timelines in Categories.

Thanks again for feedback, and I hope this answers your questions!

Best,

Sorry to bump this old thread, but I’m experiencing a similar issue except no time-line involved.
I mean I have a blueprint using a time line, but even removing this Blueprint actor from level doesn’t fix issue.

issue is: when having a breakpoint on a node, using Step button will open all others blueprints used in game project, one by one. This is very annoying as you can imagine.

Something very strange is I never had this issue some days ago and I can’t really say which modification made it happening. I didn’t updated engine, still on th 4.6, I just made many modifications on various blueprints in game.

I just downloaded Ninja Swing example game to check and it’s also happening… I guess I should try to jump to 4.7 but however problem exist.

Hi LimasseFive,

This is an old thread from our beta users, put here for reference. information is no longer up to date, so this isn’t best place to look for answers with current issues. If you are experiencing an issue with blueprint debugging, please post a question in Using UE4 section so people can reply with current information. Thanks!