Description

When Editor Multiplayer Mode is set to Play As Listen Server the editor will trigger a breakpoint on exiting PIE if any event is ran though the level blueprint

Steps to Reproduce

1. Open UE4Editor
2. Open project through Visual Studio debugging
3. Open Level blueprint
4. Add Event Begin Play and wire into a Print String node
5. Click dropdown next to play button in the editor and select Advanced Settings
6. Uncheck the checkbox for Use Single Process
7. Set Editor Multiplayer Mode to Play as Listen Server
8. Click the Play button to PIE then stop

Result:
Editor triggers breakpoint when PIE ends

Expected:
Exit PIE and continue editing the project

Callstack
>	UE4Editor-Engine.dll!UBlueprint::SetObjectBeingDebugged(UObject * NewObject) Line 634	C++
 	UE4Editor-Engine.dll!UWorld::TransferBlueprintDebugReferences(UWorld * NewWorld) Line 1527	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::TeardownPlaySession(FWorldContext & PieWorldContext) Line 528	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::EndPlayMap() Line 201	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1571	C++
 	UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 366	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 2359	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189	C++

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.8.14.94.14
Target Fix4.16
Fix Commit3336087
Main Commit3358685
CreatedJul 14, 2015
ResolvedMar 7, 2017
UpdatedMay 4, 2023