UPROPERTY() Crash
I tried hot reloading the addition of a UPROPERTY(), and UE4 simply crashed.
Once I reloaded the editor, the new UPROPERTY() was there.
I had the Blueprint that was getting the new UPROPERTY() open at the time of the crash.
So I have not succeeded in getting UPROPERTY() to hot reload in 4.6 either.
Strike 2 on hot-reloading refleciton data.
Camille you are saying doing this sort of thing works for you in 4.5?
**You must have gotten the Special Camille-Is-Awesome edition of 4.5!**
Second Test
I ran a second test, and I got the editor to not crash using this
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category="HotReload")
float HotReload3;
However, the old HotReload variable still shows up (without the 3) and the new one is not showing up at all.
Once I closed the editor and re-opened it, the variable HotReload3 shows up, and the original (“HotReload”) is no longer in Defaults.
My statement that UPROPERTY() does not update via hot reload is still holding true in 4.6, for UPROPERTY() and also for BlueprintImplementable Event
At least, for my non Camille-is-awesome version of UE4, this is what’s happening.
**Crash Log for test 1**
```
MachineId:EE6AF022491394050640898F2C7D2C99
UserName:Rama
Access violation - code c0000005 (first/second chance not available)
msvcr120 + 247027 bytes
UE4Editor_CoreUObject!TArray<wchar_t,FDefaultAllocator>::CopyToEmpty<wchar_t,FDefaultAllocator>() + 121 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\core\public\containers\array.h:2209]
UE4Editor_CoreUObject!TProperty<FString,UProperty>::CopyValuesInternal() + 52 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:977]
UE4Editor_CoreUObject!FObjectInitializer::InitProperties() + 1356 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2116]
UE4Editor_CoreUObject!FObjectInitializer::~FObjectInitializer() + 396 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1924]
UE4Editor_CoreUObject!StaticConstructObject() + 1384 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2184]
UE4Editor_CoreUObject!StaticDuplicateObjectEx() + 565 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1402]
UE4Editor_CoreUObject!StaticDuplicateObject() + 274 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1362]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::FBlueprintCompileReinstancer() + 722 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:55]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 599 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:384]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() + 1867 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:221]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClass() + 336 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:769]
UE4Editor_CoreUObject!UClassReplaceHotReloadClasses() + 269 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:701]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() + 7 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:876]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() + 128 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:978]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() + 1981 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\core\private\modules\modulemanager.cpp:359]
UE4Editor_Core!FModuleManager::LoadModule() + 56 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\core\private\modules\modulemanager.cpp:238]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() + 520 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:576]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadFromIDE() + 1600 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:936]
UE4Editor_HotReload!FHotReloadModule::Tick() + 112 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\developer\hotreload\private\hotreload.cpp:872]
UE4Editor!FTicker::Tick() + 647 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\core\public\containers icker.h:78]
UE4Editor!FEngineLoop::Tick() + 5916 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2307]
UE4Editor!GuardedMain() + 478 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [e:\victoryue4\unrealengine-4.6\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
```