Cannot set breakpoint, ue 5.0.1, rider 2022.1

Hi,

when I compile  code, open ue5 and attach to process, no breakpoint can be set (na matter if this is in plugin or game):

"The breakpoint will not currently be hit. No executable code is associated with this line".
For some reasons DLL files ale not being loaded. But when i Run the project via 'debug' button, then breakpoints do hit.

How can I fix this? I think it worked in 2022.1 with ue 4.27.

 

cheers, Dawid

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15 comments

Same for me. Rider absolutely useless for UE5 development.

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For me it doesn't work still, every time I want to debug I need to close ue, and start it once again by pushing Debug in Rider

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Hello Dawid Buj and SAntoniuk,

Could you try compiling (CTRL+ALT+F11 assuming you are using Live Coding) the project once after attaching to the running UE instance? What happens to breakpoints - are they still inactive?

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Bumping this as it is a real issue, I'm encountering it too.
I tried your suggestion with live coding enabled, I get the live coding to successfully complete by my breakpoints stay in this weird "cannot be hit" mode :(

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Hello Dtaralla,

Would you mind reproducing this issue with additional trace scenarios enabled and sending us the logs? Please:

  • Open your project in Rider
  • Under Help -> Diagnostic Tools -> Choose Trace Scenario, select Debugger
  • Reproduce the issue (Attach to process, ensure that the breakpoints are inactive)
  • Use Help -> Report a Bug and agree to attach your logs
  • Disable Debugger tracing scenario

Please put a link to this thread in the issue description or leave a comment after creating an issue. Let me know if you have any questions about this process or if you are not comfortable sharing the logs with us.

 

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Hi Dawid Buj,

We have found a solution. This is a limitation of Windows debuggers, I wrote about the solution in the ticket.

 

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I tried the solution. Still can't debug UE5 Engine code. Is there anything else that might be wrong?

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Hello Van. F,

Most probably the issue you encountered has a different root-cause. I responded to the email you sent us. Please find the response on your email.

Have a nice day!

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Hi, hitting the same issue and this is a critical feature I'm missing.

I tried all the solutions I could find posted online so far:

  • moving project / engine / rider to same drive
  • testing all the start configuration (i.e. development/debug etc)
  • attaching debugger to process manually
  • setting the reg key mentioned in the ticket details to 5000

Nothing helped so far. 

Is there any news on this or anything else that would serve as a workaround?

 

Thanks  in advance

 

0

Hello Cores25 ,

We are sorry to hear that you encountered such an issue.

Would you mind sharing additional details as described below?

  • What is your OS?
  • What Engine version are you using (for example, 5.1 from Epic Games launcher or 5.3 built from sources on GitHub)?
  • Do breakpoints work at all? Or in both cases (when you set it in game project or engine code) it doesn't work?
  • Enable the Debugger trace scenario via Help | Diagnostic Tools | Choose Trace Scenarios;
  • Reproduce the issue and collect logs via Help | Collect Logs;
  • Disable the trace scenario enabled;
  • Upload the generated archive to the Upload service and let me know the upload ID;
  • Does debugging work outside Rider (in other IDE)?

Meanwhile, you may try the following workaround:

  • Export IDE settings via File | Manage IDE Settings | Export settings;
  • Close Rider;
  • Clean the Configuration and Plugins directories;
  • Launch Rider and restore default settings via Shift+Shift | type and select “Restore Default Settings” action;
  • Restart Rider;
  • Import IDE settings via File | Manage IDE Settings | Import settings;
  • Verify if that helps;

Have a nice day!

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From what I can tell, it looks when switching engines, rider doesnt get the message. I confirmed this after I switched engine's, launched rider into the project, and if I look at the location of the files for the Engine, rider will still be pointing to the old Engine.

The only way to fix this, I think, is to delete the idea folder. Not %100 sure, cause I nuked the old Engine at the same time.

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Hello Van,

Thank you for the information shared. Would you mind writing hypothetical steps to reproduce the issue and share the following information?

  • Are you on Windows?
  • Do you open a project via .sln or .uproject file?
  • What engine from and to you were upgrading? (Is it installed from Epig Games launcher?)
  • How exactly do you switch an engine version for a project?

Thank you in advance and have a nice day!

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  • Yes, Windows 11
  • .uproject, there is no .sln file
  • Unreal 5.2 Source built to Unreal 5.2 in the Launcher
  • Right click on .uproject and “switch unreal engine version…”

Reproducing the issue is pretty easy:

  • shut down Unreal and close IDE
  • Right click on .uproject and “switch unreal engine version…” from source built engine to the epic launcher version
  • when its complete, reopen the IDE.
  • The engine files will still be pointing to the source built version

It took me a while to realize it never switched over. Theres no visual indicator. You have to inspect the engine files to notice.

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Hello Van,

Apologies for keeping you so long without an answer. 

Thank you for the details shared. The behavior of reopening previously opened editor tabs is a designed behavior. We didn't expect it might cause such an issue after retargeting a project to a different the engine version. Indeed, there is a place for improvement. I was able to reproduce this issue and reported it to our tracker:

We would appreciate it if you could upvote these issues to demonstrate your interest.

Should you have any other questions or difficulties, please tell me.

Have a nice day!

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