#Visual Studio is not loading the pdb
1 messages · Page 1 of 1 (latest)
specifically Engine\Plugins\Experimental\MeshModelingToolsetExp\Binaries\Win64\UnrealEditor-MeshModelingToolsEditorOnlyExp.pdb, and this means that when I debug my breakpoints are not getting hit.
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
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...
- have you tried to load symbols from Modules panel
- do you build engine from source or use launcher engine?
Thanks for replying! I am launching via VS after building from source
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..
Should I be expecting a debugger to know all the dlls that were loaded at runtime when I attach to running process..?
launch VS and open sln
launch project via F5
in modules panel, find the module and try forcing symbol load from context menu
no
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?
Its not mine, it lives in Engine/Plugins/Experimental, if you have voidtools' Everything and UE5 souce you should have it too
Usually I don't recompile the entire engine, I was just trying random things from frustration 😅
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
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
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.