You mark the blueprint with a breakpoint F9 and a red dot should appear on it in it’s corner.
This will tell unreal to stop running the code once it gets to that node once. F10 goes to next node
It will only go to event4 when the delegate is called. That is because it’s not going through the exec nodes (the white arrows) but is being hooked into the bind delegate node through the event input.
Thanks that makes it work when I connect with a Begin Play or begin play followed by Delay of 5 seconds but when I make breakpoint for a function that occurs after key press/release I don’t see those big arrows on nodes for debugging,
so the event begins play does the calling event but Q press and release don’t for some reason which is what I want to achieve
yeah but it should show this icon indicating the stepping through code and the problem is not that Q release isn’t called. I checked with the print string release works fine, but Call OnRecognizeTexts doesn’t
Till now I have tried creating a different evet dispatcher (didn’t work), trigger by begin play+ 5 sec delay (worked but doesn’t matter for implementation), tried triggering at different places in the flow meaning before audio recognize, after or right after Q release. Then I think as per your advice it should be a bug.