# How do I put a breakpoint in a HLSL/USF shader?

**URL:** <https://forums.unrealengine.com/t/how-do-i-put-a-breakpoint-in-a-hlsl-usf-shader/467102>\
**Category:** Rendering\
**Tags:** breakpoint, unreal-engine, Shaders, hlsl, question\
**Created:** [June 22, 2020, 5:55pm UTC](https://forums.unrealengine.com/t/how-do-i-put-a-breakpoint-in-a-hlsl-usf-shader/467102 "2020-06-22T17:55:31Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![jleaders](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jleaders](https://forums.unrealengine.com/u/jleaders)\
**Post date:** [June 22, 2020, 5:55pm UTC](https://forums.unrealengine.com/t/how-do-i-put-a-breakpoint-in-a-hlsl-usf-shader/467102/1 "2020-06-22T17:55:31Z")

</div>

I see that I can embed debug information via fxc.exe, and Visual Studio has a Debug Graphics option, but it doesn’t seem to find the debug symbols for the HLSL or \*.d3dasm files?
