Description

The issue is that when we hit a breakpoint with no 'object to debug' set, we will set a flag bResetObjectBeingDebuggedWhenFinished to true, so after you resume execution we'll clear that flag and forget whatever you picked (or had been picked automatically). This is normally important so breakpoints work like people generally expect, but ideally if you change the dropdown while stopped at a breakpoint it would clear that flag and remember your choice.

On top of that, we should maybe have a 'keep debugging this object' option, as otherwise there's no way to elect that while stopped at a BP in this case, since there's nothing else to pick (maybe just picking even the same object should clear the bResetObjectBeingDebuggedWhenFinished flag?)

Steps to Reproduce
  1. Have two instances of the same object in a world, put a breakpoint on the tick or wherever
  2. Start the game, it will break on whichever instances ticks first
  3. Change drop down to point to other instance, which should set only that one to break
  4. Hit continue a few times, if this is still an issue it will break on both instances despite manually being set to the second one

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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-81047 in the post.

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Fixed
Fix Commit12869771
Main Commit13686746
CreatedSep 30, 2019
ResolvedApr 16, 2020
UpdatedJul 2, 2020
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