We can't prevent code after the stop from being run until the end of the frame, but we should be able to prevent it from actually stopping at those breakpoints if a stop was requested previously.
It's unclear if this is desired 100% of the time or not, so we should probably pick a best choice as default and let it be an option, but I'm open to debate on that.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-57105 in the post.
| 3 |
| Component | UE - Gameplay - Blueprint |
|---|---|
| Affects Versions | 4.19 |
| Created | Mar 30, 2018 |
|---|---|
| Resolved | Aug 18, 2021 |
| Updated | Aug 18, 2021 |