For example in Lyra we have the IdleStance State maching outputing a pose. This is fed as input to the Output Animation Pose. Which should call function UpdateIdleState every update? But if I add breakpoint to a node in that function it never gets hit. Is there a way to have the ability to add breakpoints in these functions?
If its not hit its not running.
Chances are you have the preview set to the wrong thing.
Those events are called elsewhere and received by the abp.
Its a one way street.
Im pretty sure its being run. Because I tried adding a Log String there and I see the prints coming through. The Linked Layer ABP I am running from the character is the child class of the above class which contains the function I mentioned. But very sure these functions are getting called because my anims are coming through as well.
To add a bit more context, this functions are called from Anim Layer Interface that is implemented in the current blueprint. If somehow that makes a difference?
Last scrren shot.
Very top.
Drop down.
Different options = different things the system looks at to toggle the brrakpoints.
If you have multiple things you need to select the correct one to see who is causing your print scrren and such.
There is only one option there and I have it selected
.
I am kinda lost, this doesnt work in the lyra project either.
Once you play in editor (pie) the options will change.
It reflects whatever the engine is doing… while pie is on, different objects are avaliable like the spawned character you posses or an enemy assigned one.
Maybe read the topic.
This has nothing at all to do with notifies.
Sadly its not this. Once I start playing in editor there is only one instance in there and I am selecting that. This is somehow related to the Anim Layer Interface and how the state machine is called from there or something of this sort.
But surely this should be something I am missing right? Engine itself shouldn’t have such a limitation.
If the print string works you can be sure that the system is working and the call is being received.
A breakpoint on the print screen should also trigger provided the correct object is set up to be monitored.
Yes you are probably missing something.
Its probably either an engine bug with the debugger or user error with selecting what object is monitored. Or a combination of both.
Not really sure how you can weed it out.
Though the selection option being just 1 thing is wrong.
If you have the BP open and run pie you immidiately already have 2 valid instances - which usually shows and you are able to select in the drop down.


