Unreal Engine 4.9 Preview

[= Babcock;363148]
I’d like to see your PATH variable contents to see why it doesn’t work for you.
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Hey - I can grab those tomorrow for you, where do I find them exactly?

I know that I was also having trouble with Environment Variables when it came to using TADP… Also I thought you may wanna know, I installed the new AndroidWorks system that came with 4.9 - didn’t work with 4.9 of course because of the above problem, but went back to the 4.8 version of my project and the debugger instantly worked. It’s like a transformation…

There are a few issues though. If the engine hits a Breakpoint or a ‘check’, VS doesn’t take you to that location in code, the debugger just stops. You have to check LogCat to figure out where the crash was which unfortunately means you don’t get a callstack to debug the issue further. I did however manage to at least fix the game insta-crashing in 4.8, turns out we had some NAN vectors being generated from our Orbit generator. Took three days but got there eventually :stuck_out_tongue: It seems as if the PC / Windows .exe can gracefully handle NAN’s when they’re generated, but the Clang-compiled version doesn’t like them at all…

Is the debugger meant to just exit like that, or should you hit checks / breakpoints in Unreal as well? This is 4.8 of course, so I imagine that version isn’t fully integrated with Android Works yet…