Rider for UE4 Dedicated Server Debugging
Is there any workflows to achieve this?
As an example, found the following for VS: https://answers.unrealengine.com/questions/561916/is-there-anyway-to-debug-a-dedicated-server-using.html
Is it possible to mirror the same solution in Rider?
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Hello Eartar!
You can do the same steps as in the example provided in Unreal Engine forum, except for:
* In Visual Studio, right click your project and select [Set as StartUp Project]
and
* Command Arguments: I just removed everything, so this is blank!
Both of these actions are configured through "Run Configuration" settings in Rider. Documentation.
Hello! Thanks for your question.
Do I understand right, you want to start an arbitrary executable under debug session? To achieve that, you can use run configurations:
It is possible that the sources of debugged application won't map correctly (and, therefore, won't be found by default during debugging). It is possible in the case the application was built on another machine. To fix that you can add source mapping to the `.lldbinit` configuration file in your user directory (e.g. `C:\Users\YourUserName\.lldbinit`, create the file if it doesn't exist):
And that's it! Feel free to ask any questions if it is necessary.
In VisualStudio, when I launch in DebugGame Editor, and then start a PIE session with NetMode Play As Client with the option Run Under One Process enabled, the debugger is attached to both server and client. But on Rider, same setup only debugs client Code. Why is this? Can I change this behavior?