Hello,
I’ve got a dedicated server building and running for my project, and I figured out how to debug C++ code of a running dedicated server. The way I did this is by building the server and then in the Visual Studio project I set the debug configuration to launch that server .exe and I can then hit breakpoints in the code.
But I also have a game mode blueprint that pretty much runs most of the server functionality and I want to debug that too, I want to be able to hit breakpoints there while debugging the server. How can I do that?
I have figured out a half-solution, which is to play as Listen server in the Unreal editor, which is nice because I can then make a special UI interface for just when running as a server, that might allow for player management and such. But the issue is that it also is a client, not just a server, and while I can hit breakpoints in the blueprints doing it that way, the client being there is getting in the way of my debugging. I need a way to run only a listen server from the editor, or just a way to debug a running dedicated servers blueprints.
Please tell me there is a way to do this