I created Grab and Release function in C++ with BlueprintCallable. This works properly but when I quit the editor and restart editor, the blueprint nodes always makes error.(Like above screenshot) So I proceed ‘ProjectName Win64 Development Game’(build in VS Code) and re-node functions in blueprint.
What I want to fix is : How to let my C++ functions connected in blueprint when i just open Unreal Editor?
It bothers me a lot.
The editor is using the DevelopmentEditor (not Development Game) configuration, so if you don’t build for that, then you’ll get these issues
I had this issue, it is simple to fix though.
- Turn off “live coding”
- Anytime you change something in your IDE, you must now manually compile it. This is done by clicking the compile button on the bottom of UE Editor
Hope that helps,
I couldn’t imagine my life using unreal engine without live coding
It can be a huge time saver for a very big part of development
Disabling and not using it is straight up wasting time I think
Ofc it has some limitations but the benefits far outweigh the time spent recompiling every time you make any change and restarting the editor
You don’t have to restart the editor when you compile. It does take sometime to compile, depending on the size of your project and how good your computer is. My system and current game takes about 10 seconds to compile. If you want to do live coding but still want to fix this issue. Click the compile button in the picture above before you shutdown the engine. This will allow you to use live coding and fix your issue.
Hope that helps,