[note] I just added some new info a the end of this post as I just found something out.
Hi, I recently started working with UE4 and I am having this problem in 4.10 and 4.11.
I have added multiple Active Break Points to the Level Blue Print. They also show up in the “Debug Window”. And to be sure, I print a string to the editor windows some point after the the Active Break Point.
The problem is that the Blue Print is not stopping during execution. I know 100% the node is passed (and I tried it with all nodes) because the sting is printed to the screen. In the beginning, this worked just fine. Then I sometimes had to close the level blue print otherwise the blue print would not stop during execution. That would fix it. In the mean time, I moved to 4.11 and now the level blue print never stops anymore. I do not think this is a 4.11 problem, but perhaps something I did during development?
I just migrated all the assets to a new clean project and the blue print stopped just once. Then it never did again.
I know for debugging other blue prints, you have to select the Debug filter, but this is the Level Blue Print, and there is no option to do that. I “deleted all Break Points”, but that did not help.
What am I doing wrong? Is there something I am missing?
Update 1
I just found out, that this problem only happens when the “number of players” is larger than 1.
I am developing a multi player only game, so that is an important part of the development. Does this mean that active break points do not work for multi player setups? Is there alternates to do this (besides printing debug strings)
Update 2
The level blue print stated stopping again at certain times. It just very iffy and inconsistent, how ever, I have noticed that restarting the editor a lot, seems to make it a lot better. I am also getting the “Looks like a wire-trace was not injected” bug all the time (which is “fixed” by restarting the editor) so I guess restarting is the “fix” right now… a little scary this is happening…