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debugpy doesn't work for modules in extra_folders #66

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rlnt opened this issue Jan 14, 2025 · 2 comments
Open

debugpy doesn't work for modules in extra_folders #66

rlnt opened this issue Jan 14, 2025 · 2 comments

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@rlnt
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rlnt commented Jan 14, 2025

I usually try to have a clean sdk_mods folder in my Borderlands directory. I use a separate directory to write my sdk mods which is also better for version control.

The mods load fine because I added the directory in the extra_folders within the unrealsdk.user.toml. I also use this directory for the pyexec entrypoint which also works fine. However, debugpy doesn't evaluate any breakpoints within directories of the extra_folders configuration. VSCode will tell you that breakpoints set in the code don't exist after the debugger is attached. After moving my development mod to the original sdk_mods folder, it works as expected.

Would it be possible to allow breakpoints in extra folders as well? Interestingly, it's still capable of freezing the game and showing data when it hits an uncaught exception within the extra folders. That part is working, but no custom breakpoints.

@apple1417
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Debugging in the discord pointed to this being an issue with path mapping, possibly to do with using a multi-root workspace.

@rlnt
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rlnt commented Jan 20, 2025

I am not sure about that. It was indicated that it was a path mapping issue by VSCode opening a second tab with the same file name when the debugger hit a breakpoint or an exception. However, I am still seeing this behavior on a single-folder workspace within the default sdk_mods folder in the Borderlands 3 instance directory. The breakpoints work in this instance, even with pyexec, but it's still opening a second tab for me although the path should be clear.
path_mapping itself is sadly not well documented and my attempts to properly configure it have failed.

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