How to debug Unreal Engine engine code in an installed build?
Hi!
So, as the title says, a while ago I switched from using binary builds of Unreal Engine to building my own installed build from the source tree. Looking at my installation, I can see that the .pdb files are there. Further, when I click on an engine API to inspect it, Rider successfully takes me to the location of my installed build.
However, when it gets time to debug, there are a couple of issues that get in the way for properly doing so, and I could use some guidance on navigating through them:
1. When I get into engine code from the debugger, the debugger takes me to the source code in the actual tree, not to the installed build.
2. I cannot inspect the contents of any of the variables in the engine source like I can do with the variables in my project.
However, the debugger is indeed able to follow the execution flow, and as far as I can tell, it seems like it does so correctly. I have the feeling that both of these issues could be related to the pdb files pointing to the source tree instead of to the installed build, but I don't know if that's the case and, even if it were, I don't know how to fix it. I was hoping you guys can tell me how to make installed builds work as well as regular binary builds when using Rider.
Thanks in advance!
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Duplicate of https://rider-support.jetbrains.com/hc/en-us/community/posts/26937327112082-Rider-opening-incorrect-Unreal-Engine-cpp-file-when-step-debugging
Associated feature request: RIDER-126296 Consider prioritizing source files in project model over source files which paths are specified in PDB
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