Logpoint unexpected behaviour

Hello,

After using the debugger since the Better Breakpoints Beta came out, I’ve had no issues whatsoever until now. For one of my scripts, I use Logpoints to print out debugging information. The original thread states that logpoints should continue execution as long as their Continue Execution property is set to true. This, however, doesn’t happen in this case.

The actual behaviour is most likely a bug or something I’ve overlooked but it isn’t intended behaviour.

When the execution reaches the logpoint, no matter the Continue Execution, it will pause the execution and wait for instructions (Resume, step into, step over, etc.). This is the first issue.

The second issue is that after I resume execution, the client becomes broken and unable to move. This was just my bad scripting.

Video:

The intended behaviour is that the logpoint outputs “Hello, world!” and continues execution without pausing.

Any help to why this is happening and/or a solution would be appreciated.

Thanks.

EDIT 1: This is definitely a studio bug. Sometimes the logpoint works and sometimes it doesn’t.

Example

I ran the game multiple times without changing anything.

Run 1:

Run 2:
image

Run 3:
image

Run 4:
image

I would post this in bug reports but I don’t have access to post in the topic as I’m not a regular.

EDIT 2: Updated video link

5 Likes

Thanks for the report! Do you still encounter this issue?

1 Like

Yes, now I can’t even get the logpoints to continue execution, whereas when I first reported this bug, I could still sometimes continue execution.

Then

Now

Logpoints:
image
image

Code sample:

local function OnGrab(Name, InputState, InputObject)
	if (InputState == Enum.UserInputState.Begin) then
		local Origin = (Camera.CFrame.Position)
		local Direction = (Origin - Mouse.Hit.Position)
		
		local Params = RaycastParams.new()
		Params.FilterDescendantsInstances = {Character}
		Params.RespectCanCollide = false
		Params.IgnoreWater = true
		
		local Raycast = Workspace:Raycast(Origin, Direction, Params)
		
		if (Raycast) then -- LOGPOINT 1
			local Distance = Raycast.Distance
			local Position = Raycast.Position
			local Hit = Raycast.Instance
			
			if (Distance > MAX_CARRY_DISTANCE) then
				return
			end
			
			if (typeof(Hit) == "Part") then
				return
			end
			
			if (CurrentDragger) then
				CurrentDragger:Destroy()
			end
			
			CurrentDragger = CreateDragger(Hit, Position)
		end	
	else -- LOGPOINT 2
		if (CurrentDragger) then
			CurrentDragger:Destroy()
		end
	end
end

Behaviour:

Hardware:

CPU: 12th Gen Intel(R) Core(TM) i5-12400F 2.50 GHz
GPU: NVIDIA GeForce RTX 3060 12GB
RAM: 16.0 GB (15.9 GB usable)

OS:

EDITION: Windows 11 Home
VERSION: 22H2
BUILD: 22621.1555
EXPERIENCE: Windows Feature Experience Pack 1000.22640.1000.0

A logpoint shouldn’t have not even halt execution by default, as mention here:

2 Likes

Thanks for sharing. We are looking into this issue.

4 Likes

This might have been fixed, see Intuitive Debugger: Logpoint not throwing an error message when there is a malformed expression . Can you double-check to see if you still run into this issue?

1 Like