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
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
> 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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0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.8.1, 4.9, 4.14 |
Target Fix | 4.16 |
Fix Commit | 3336087 |
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Main Commit | 3358685 |
Created | Jul 14, 2015 |
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Resolved | Mar 7, 2017 |
Updated | May 4, 2023 |