bBreakOnExceptions

bBreakOnExceptions

#Overview

name: bBreakOnExceptions

The value of this variable can be defined or overridden in .ini config files. 1 .ini config file referencing this setting variable.

It is referenced in 2 C++ source files.

#Summary

#Setting Variables

#References In INI files

Location: <Workspace>/Engine/Config/BaseEditorPerProjectUserSettings.ini:149, section: [/Script/UnrealEd.EditorExperimentalSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorExperimentalSettings.h:67

Scope (from outer to inner):

file
class        class UEditorExperimentalSettings : public UObject

Source code excerpt:

	/** Break on Exceptions allows you to trap Access Nones and other exceptional events in Blueprints. */
	UPROPERTY(EditAnywhere, config, Category=Blueprints, meta=(DisplayName="Blueprint Break on Exceptions"))
	bool bBreakOnExceptions;

	/** Should arrows indicating data/execution flow be drawn halfway along wires? */
	UPROPERTY(/*EditAnywhere - deprecated (moved into UBlueprintEditorSettings), */config/*, Category=Blueprints, meta=(DisplayName="Draw midpoint arrows in Blueprints")*/)
	bool bDrawMidpointArrowsInBlueprints;

	/** Allows ChunkIDs to be assigned to assets to via the content browser context menu. */

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Private/Kismet2/KismetDebugUtilities.cpp:348

Scope (from outer to inner):

file
function     void FKismetDebugUtilities::OnScriptException

Source code excerpt:

			}
			bForceToCurrentObject = true;
			bShouldBreakExecution = GetDefault<UEditorExperimentalSettings>()->bBreakOnExceptions;
			break;
		case EBlueprintExceptionType::InfiniteLoop:
			bForceToCurrentObject = true;
			bShouldBreakExecution = GetDefault<UEditorExperimentalSettings>()->bBreakOnExceptions;
			break;
		default:
			bForceToCurrentObject = true;
			bShouldBreakExecution = GetDefault<UEditorExperimentalSettings>()->bBreakOnExceptions;
			break;
		}

		if (!bForceToCurrentObject && bIsStepping)
		{
			// If we're stepping, temporarily override the selected debug object so step into always works)