#Visual Studio is not loading the pdb

1 messages · Page 1 of 1 (latest)

untold sparrow
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specifically Engine\Plugins\Experimental\MeshModelingToolsetExp\Binaries\Win64\UnrealEditor-MeshModelingToolsEditorOnlyExp.pdb, and this means that when I debug my breakpoints are not getting hit.

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I tried the nuclear option where I ran Clean.bat and rebuilt everything but that also didn't work... I am trying to debug Development Editor Win 64

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I have read this page https://learn.microsoft.com/en-us/troubleshoot/developer/visualstudio/debuggers/troubleshooting-breakpoints

And specifically the "No Symbols have been loaded for this document" section, which is the tooltip I see on the breakpoints I have in the module that doesn't have symbols. From the Debug > Window > Modules pane it looks like the module is not loaded at all, searching MeshModelingToolsEditorOnlyExp returns an empty list...

If a breakpoint is disabled or couldn't be set, it's displayed as a hollow circle. Look here information on problems that can occur when setting breakpoints.

tacit iron
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  1. have you tried to load symbols from Modules panel
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  1. do you build engine from source or use launcher engine?
untold sparrow
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Thanks for replying! I am launching via VS after building from source

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I have not tried 1) yet... I didn't see a way to do that. I have noted though that I was trying to attach to a running version of UnrealEditor.exe and when I instead launch it in the debugger I do see that module but once I select the project in the project selection panel the debugger detaches. I think it mihgt work if I pass the uproject I want to work with in the launch config.... maybe when plugins are loaded when loading the module it is getting confused..

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Should I be expecting a debugger to know all the dlls that were loaded at runtime when I attach to running process..?

tacit iron
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launch VS and open sln
launch project via F5
in modules panel, find the module and try forcing symbol load from context menu

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no

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also MeshModelingToolsetExp doesn't look like an engine module, is it yours?
isn't it bothersome to recompile entire engine just for one plugin you working at? or there is a meaning behind it be in Engine/Plugins?

untold sparrow
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Its not mine, it lives in Engine/Plugins/Experimental, if you have voidtools' Everything and UE5 souce you should have it too

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Usually I don't recompile the entire engine, I was just trying random things from frustration 😅

untold sparrow
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Ah ok I think I figured out a fix, which was to check the "Always open previous project on editor startup" box (probably not the exact wording but its at the bottom of the project selection pane

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I tried passing the .uproject to the UnrealEditor.exe launched when I press start debugging in VS but that didn't seem to work, maybe I was doing it in the wrong place... I put it here

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It says "The command line arguments to pass to the application" at the bottom so it seems like the right place but.. didn't work.

tacit iron
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stop doing weird thing.

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launch in debugger

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view modules panel

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if module is loaded - it will be there, you will be able to load pdb if it is not loaded yet

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if module is NOT loaded - you most likely did not enable the plugin