Hello!

Godot3 used to have Debug/Release targets and in order to debug it is necessary to switch to Debug configuration and only build the files which are changed. Godot4 instead has editor/template_release/template_debug. But even if I choose template_debug, breakpoints are not triggered, it seems it still doesn't have debug symbols (if the project was configured without dev_build=yes). The only valid way I've found so far is to rebuild the whole project with dev_build=yes. But it is very time consuming to rebuild the whole engine each time I want to switch from fast running executable to an executable with debug symbols.

Is there a way to be able to use editor and debug it when needed without rebuilding the whole engine?

What exactly you're trying to debug? Extension, module, editor?

  • z80 replied to this.

    sash
    I'm trying to debug a C++ module in "/modules" subfolder.

    sash
    It creates debug symbols for all 3 targets: editor, template_debug, and template_release. And the problem is how to make only template_debug to be not optimized and contain debug symbols to not rebuild the whole project each time it is necessary to debug C++ like it was possible in Godot3.

    May be I need a combination of target, dev_build and debug_symbols at once in scons command? Because right now it creates all 3 targets in VS projects and they all are simultaneously all oprimized or not optimized.