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 |
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Affects Versions | 4.19 |
Created | Mar 30, 2018 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |