Limitations of Blueprint debugging

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?

Steps to Reproduce

Hello Cameron,

I unfortunately agree with you that fixing this is likely no minor task. The bad news is we don’t have the bandwidth right now to address non-crashing issues with the blueprint debugger. If you do happen to find a solution I’d be more than happy to merge it in. Wish i had better news :pensive_face:

One of my colleagues made the following change to limit the conditions where the breakpoint to be ignored, but allowing it if it’s not the main window. See the attached patch. Would this be a desired change?

oh cool! Can you post this as a pull request on our github then link it here?

cool stuff! I’ll get this merged in for you

ok submitted to CL 45888126

Finally got around to creating a PR here https://github.com/EpicGames/UnrealEngine/pull/13769