Changing a blueprint node to a pure function while a breakpoint is set on the node will maintain the breakpoint. Additionally, the breakpoint cannot be toggled or removed until the node is turned back into an impure function.
1. Open Editor (any project)
2. Create new Blueprint
3. Create Cast node (any)
4. RMB cast node>Toggle Breakpoint
5. RMB cast node>convert to pure cast
6. RMB cast node>Look to disable breakpoint (not available)
7. RMB cast node>convert to impure cast
Results:
node cannot have breakpoint toggled/removed until it is set to an impure function
Expected:
Breakpoint is automatically removed when the node becomes a pure function or can be toggled/removed from a pure function.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.8.3, 4.9 |
Target Fix | 4.11 |
Fix Commit | 2686433 |
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Created | Aug 19, 2015 |
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Resolved | Sep 10, 2015 |
Updated | Apr 27, 2018 |