To use Dynamic Debugging, your MSVC version needs to be 14.44. Then, add the necessary settings by modifying the BuildConfiguration.xml file located in Engine\Saved\UnrealBuildTool.
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <WindowsPlatform> <bDynamicDebugging>true</bDynamicDebugging> </WindowsPlatform> </Configuration>
This will allow it to work properly. However, this approach enables Dynamic Debugging for both the engine and the project. I don’t know how to exclude it on a per-module basis.
For example, the current Live Coding does not support Dynamic Debugging, but I haven’t found a way to disable it.
If what you need is to enable it specifically for the project, you can try setting it in the Target.cs file, I’m not sure if it works.
`public class XxxxEditorTarget : TargetRules
{
public XxxxEditorTarget( TargetInfo Target) : base(Target)
{
…
WindowsPlatform.bDynamicDebugging = true;
WindowsPlatform.CompilerVersion = “Latest”;
bOverrideBuildEnvironment = true;
}
}`
Currently, we enable Dynamic Debugging support for the engine using the XML file mentioned above. Once it’s enabled for the engine, the project gets enabled automatically as well.
After enabling Dynamic Debugging using BuildConfiguration.xml, I tried setting WindowsPlatform.bDynamicDebugging = false; in the project’s Target.cs to test whether it could be disabled for a specific module. However, it didn’t work.this setting caused the entire engine to be recompiled.
This is not what we want to see. We only hope that some modules can disable Dynamic Debugging—for example, Live Coding, which is not supported.
I hope someone from the official team can provide clarification.