Well, for me this is not the case. I have the following scenario:
- I open my project via clicking on the uproject file
- I launch the game by pressing “play in new editor window”, 1 client, with dedicated server
- I attach Visual Studio to the process (seems to be all in one process: client, editor and dedicated server…)
- I press a key in the game that triggers an access violation
=> crash reporter opens
=> Visual Studio runs into a break point a few seconds later, somewhere in code to shutdown the engine, that has nothing to do with the actual crash
What am I doing wrong then? Are there some settings that have to be changed?
furthermore:
- I can set breakpoints, in both client AND server code and they get hit → so debugging basically works and it seems I am attached to the correct process…
- I can also see the content of variables etc.
- I am using the engine version from github, not the binary distributed version.