C++ Hot Reload vs HotReload vs LiveCoding

Hi there everybody! -> Finally marketplace link: https://www.unrealengine.com/marketp…t/c-hot-reload

I would like to officially present the GitHub repository of C++ Hot Reload (www.hotreload.tech) for UE4. Since 2014 we are working on a low-level solution that allows you to see the changes in the screen in the gap of seconds, reloading the classes individually and allowing you to change the whole structure of your source code.

Regarding UE4; using in your game Build.cs PrivatePchHeaderFile option, even modifying the .h and changing the class layout adding/removing UProperties in the v0.9.97 you’ll be in the gap of 2s when hot reloading (or less in more modern PCs with NVME drive or newer CPUs). The integration is still in BETA.

Current status in v0.9.97 BETA
We have still a long way to go and test with UE4, but we’ll really appreciate your valuable feedback and help to test our Community version for UE, totally free for small teams and individual developers. If you wish to know more or download the latest stable version 0.9.95 for macOS and Windows go to our website: www.hotreload.tech

GitHub of C++ Hot Reload as UE4 Plugin

GitHub UE4 fork (deprecated, just for testing)
https://github.com/CppHotReload/Unre…3.cpphotreload

Twitter
https://twitter.com/cpphotreload

C++ Hot Reload - How it works

C++ Hot Reload for UE4 - Speed up using PCH and macOS support

C++ Hot Reload for UE4 - Changing class structure, UProperty

C++ Hot Reload for UE4 - Reload NON UProperty, private variables