Unreal Editor Breakpoint Instruction

Hi, when I run my project through Visual Studio I get this message :

A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.

at line 87 of ConstructorHelpers.h

UClass* LoadedClass = StaticLoadClass(BaseClass, NULL, *PathName);

If i just continue past this breakpoint, the project opens and seems to run normally, however, if I try to open the project by opening up Unreal Engine and selecting the project, it always crashes at 75%. Does anyone know how to solve this?

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I get a similar break when just using the editor in UE5.3. I don’t have a breakpoint set here in VS. If I press continue, the editor resumes.

This is the intended behaviour of the check macro. It allows you to check (assert) certain assumptions. If you run with a debugger attached, instead of crashing right away it automatically triggers a breakpoint so you can inspect the current state and then continue anyway. Depending on the checked condition the engine may seemingly continue to run but at that point it basically operates in an undefined/unexpected state with potentially severe consequences such as data loss/corruption. Without a debugger attached, as a safety measure, the engine deliberately shuts down/crashes.

In the case from the screenshot it looks like the code makes sure there isn’t a package with the same name already before it goes ahead and creates that package. I’d suggest you take a look at the PackageName in the Auto/Locals debug window in Visual Studio. That may give you a hint what’s wrong.

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