Blueprint Function Library Debug and Watch not working

Hello Developers

Apologies if I’ve missed something obvious but I’m using version 4.7.6 and I have moved a lot of my code into Blueprint Function Libraries.

Unfortunately, I cannot get watches working through them. The Debug Filter drop-down is empty. I have some complex logic and I really need to be able to track values as I debug through the process to tease out bugs and correct logic.

Please can this be resolved as it really is THE MINIMUM ask for anyone that is coding.

Thank you in advance.

Disco Sukkah

Hey DiscoSukkah,

Have you tested this in 4.8.1? If not, could you create a copy of your project and open it within 4.8.1? Let me know how it reacts. With that being said, would you also provide some screenshots of the functions you’re working with so that I can try and replicate exactly what you’re seeing?

Looking forward to hearing back from you, thanks! :slight_smile:

Hi

Thanks for getting back to me.
Please find two attachments.

  1. The problem with the watches not working in Blueprint Function Library. Same in 4.8.0/4.8.1
  2. The casting of actors behaving differently in 4.8.1 which causes wires in other areas of my project to disconnect, and the program does not run correctly, i.e. I’m not seeing what I see in 4.7.6. Of course, I can go in and troubleshoot and change stuff but I was hoping you could explain why the casting has changed in 4.8.0/4.8.1

Thank you in advance.

Disco Sukkah

Hi
Just wondering if you’ve had a for some initial thoughts after the supplied screenshots.
Thank you.

Disco on a Friday

Hey,

Thanks for checking in on this, we had a holiday weekend this passed weekend and we were off for 3 days instead of 2 so we’re a bit behind. :slight_smile: Anyway, I have verified that there is an issue going on with the blueprint function library and have entered a report to our developers. If you’d like to check on this report later on, please reference: UE-18206

I looked over the ‘cast to’ issue and I wasn’t able to replicate the same issue that I believe you’re having. My cast to warning was stating that I didn’t actually need to use ‘cast to’ in order for it to work. I would suggest posting a new thread to AnswerHub since it’s a different issue all together and we’ll assist you further.

Have a great day! :slight_smile:

Thank you very much for raising the , . Much appreciated. Thanks also for suggestions on the second little query. Long live 3 day holidays!

Disco on a Tuesday

Hello!
Correct me if I’m wrong but we’re at 4.15.1 and this still has not been resolved. i.e. still no watch and basic debugging capabilities in blueprint function libraries aside from putting breakpoints without actually being able to track input/output values.
Can anyone catch me up on this?
It’s such a shame since writing libraries is such a healthy powerful practice in any programming language.

Hello,

Here’s a link to the public tracker so you can keep an eye on the status of this issue: Unreal Engine Issues and Bug Tracker (UE-18206)

Have a great day

Hi Unreal Staff,

We are at the end of 2019 now and this is still unresolved.

It’s the middle of 2020 and this is still an issue. I think it’s pretty unacceptable that an issue from 2014 is still a problem 6 years later.