C++ Hot Reload vs HotReload vs LiveCoding

It is agnostic. Live++ improves UE4 HotReload virtual table patching (also available since 2014 in C++ Hot Reload) using /FUNCTIONPADMIN from MSVC -> /FUNCTIONPADMIN (Create hotpatchable image) | Microsoft Learn which bounds you to whatever Microsoft does, looking at Edit and Continue I’m really not in calm with that idea.

A basic explanation of how works C++ Hot Reload
C++ Hot Reload reacts when you modify a file, isolate it, wrap it into a dll externally and provides you the functionality to save/load data from private variables, protected, etc without boilrtplate or macros and so forth. It will give you back a pointer to a new version of your class.

That’s why is project or engine agnostic and works for macOS, Windows, clang, MSVC, and even on mobile and consoles.
Reload of iOS from macOS: https://www.youtube.com/watch?v=OsbR7sMABjk
Reload of iOS from PC: https://www.youtube.com/watch?v=Tk7oYw2FRqg

iOS is the most restrictive case… You basically run the logic in the PC CPU and sync the data with the engine. That’s how we can reload code at the same time on multiple devices.