Hi there,
A lot of our developers run into problems with Blueprint breakpoints not working in some situations - specifically adding breakpoints in a widget related to Blueprint (as discussed in a previous issue [Content removed] This is a known limitation of the debugger which makes sense, as you are attempting to stop the editor while using the editor. However this does cause developers a lot of grief and it’s often unclear to them whether a breakpoint will or won’t work. It’s not a good UX from their point of view.
I would assume that addressing this would be a significant undertaking, like having the debugger in a standalone process.
Is this something that has been considered at Epic at all?