4.7.3 - Blueprint debugging - "Out of scope"

It looks like every variable is out of scope in 4.7.3.

Only exception are variables that are local to the blueprint (variables created in that blueprint).

I’m pretty sure it used to work on non-local variables in the past… such as Tick’s DeltaTime, or any function such as GetWorldDeltaSeconds or GetActorLocation, as long as it was called every frame (from Tick or some InputAxis event).

Hello ,

I was able to reproduce this issue on our end. I have written up a report ( UE-12022) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your information and time.

Make it a great day

Hi there,

any news on this. Having the same issue (debugging is not really helpful ATM):


I also have to select the player’s character blueprint each time. Isn’t the debugger supposed to select the first spawned instance automatically?

BTW: Would be nice if we could hide some palettes in tabs while not using it like this. This would save a lot of precious space:

Hello ,

I went ahead and double checked on this issue for you. It appears to have been resolved internally and it has been committed to github. I have a included a link to the commit if you would like to merge it into your project. I hope this helps.

Commit Link: https://github.com/EpicGames/UnrealEngine/commit/1ff6388efd70b98dd1cfa7c4ebbb1057c0fe525f

Make it a great day

Great news, Rudy!

Any chance this fix could be included in a hotfix, rather than 4.8 only?

Hello ,

There is no current time frame for the implementation of this solution.