Blueprint macro library does not see my changes in macros graphs. My changes have to effect: you can see in the picture that wrong node was executed. The “Compile” button is disabled so I can not update the macro by myself. I have to restart editor to compile macros.
I had the same issue, until I noticed that you have to manually re-compile the blueprint that you’re using the macro FROM, not the macro itself.
It would be nice if Unreal Editor would understand this and not just display “good to go” and do nothing when starting the execution.
It’s worse than the “good to go” on the compile button. The editor is supposed to compile before playing when you hit play… but if you make changes to only a macro in a macro lib, the game will play without compiling.