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]
- INI Section:
/Script/UnrealEd.EditorExperimentalSettings
- Raw value:
False
- Is Array:
False
#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)