Non-unique symbol _volmd found in COFF file “C:/…” Do not change the order of these variables while live coding, or consider upgrading to a newer compiler (VS 2015 or later)
I have the latest visual studio so thats not the issue…
I did nothing wrong. I rarely use Live Coding. Its just there to prevent me to compile visual studio while the project is open for the most.
When I use Live Coding compilation its only when i change something inside a function, like just a value, just to test quickly. I never change header or anything that is more complex at runtime.
So im pretty sure this wasn’t me.
Can anyone tell me how to remove these messages or if I can just ignore them?
Why did these messages start popping up?
Just recompile in VS when needed (it can be done while the engine is running as long as you detach unreal from the debugging process).
Isnt that Hot Reload?
I was told to not use Hot Reload and instead use Live Coding.
I never had issues with Hot Reload despite all the bad rep.
Of course i always did it carefully. Only hot reloading when changing something very small inside a function, which is all i need for testing purposes.
Never really had any problems with hot reloading. Though I do tend to do large portions of code when the editor is closed (usually in the initial creation of a class in the planning phase).
There do seem to be posts of problems with both live coding and hot reloading if you modify header files while the engine is open. I’m guessing it might be more volatile to rename a variable if the editor is open. Adding anything with UPROPERTY freshly never triggered errors on my end at least.
If you do have a corrupt uasset then sometimes re-parenting it to a base class and selecting the c++ class again can get it back on it’s feet. I tend to keep BP logic to an absolute minimum to not fall into a false sense of security with it.
The only problem i had with Hot Reloading was when i intentionally shoot myself in the foot by messing around with the constructor of a class. And it had an easy fix, just remove the class and place it back again in the world.
If you do have a corrupt uasset then sometimes re-parenting it to a base class and selecting the c++ class again can get it back on it’s feet.
Yeah i remember to use this fix too.
I tend to keep BP logic to an absolute minimum to not fall into a false sense of security with it.
Just like me these days, using BP mostly for prototyping. ITs quite convenient.
So you use Hot Reload instead of Live Coding? Should i do the same?
I was using Hot Reload until like a week ago.