EpicGamesExt/raddebugger

Bug: Jumps to Inlined frame instead of breakpoint location

Closed this issue ยท 7 comments

When we hit a breakpoint, if there are inlined frames on top of the callstack it jumps there. Hit count is also not increased in this case.

2024-06-14.19-32-09.mp4

I too have this issue with a break point being set on a line in my function but then when hit it goes to an inlined tempate instantiation, then I also try jump out of the inlined frame shift f11 and it takes me to the function which called the function that I had originally break pointed. Makes it almost impossible to use (I am using unreal engine and have the engine set as the project with the -project=path.uproject flag being passed on launch, if that is not the correct way to approach it with unreal then please let me know). Thanks

Edit: I thought I should add I am building the project in debug mode so the symbols shouldn't be getting stripped, this is a consistent issue with any breakpoint for me.

Yeah introduction of inline functions were something I was looking forward to but it has become quite unusable as of now because of this bug.

Sorry to hear this has been causing so many issues. Building in debug mode should basically disable all inlining, so I am not sure why the issue persists in that case.

In any case, I'll address this ASAP.

You are definitely right but running the whole engine/game in debug mode when our society has embraced "modern c++" is bold ;p

This should be fixed as of 78d07b8. Breakpoints should increment hit count if they are inside inline frames, and by default, the debugger will snap to & select concrete frames. You can still snap to & view inline info via the Call Stack view.

Let me know if either of you have more issues with this. Thanks for your patience! @GloriousPtr @itsBaffled

That was quick. Thankyou very much :)

Awesome, can confirm it all works fantastically now. Thanks Ryan!