While trying to combine C++ and Blueprints (I feel like I need to optimize one actor’s Tick) and ran into an issue where I couldn’t see the variables marked by the UPROPERTY macro. The tutorial I was following had them show up in blueprints just fine.
After messing around I found that I CAN actually see the variables show up, but ONLY IF I run the editor from Visual Studio using the “Local Windows Debugger” button.
I wouldn’t think this is intended behavior…? Is my project/visual studio/editor config wrong?
Appreciate any clarification on this!
Cheers
EDIT:
playing with this a bit more I think I can get the UPROPERTY variables to show up (even when running Unreal Editor normally) if I build with the “Development Editor” config. I am still however none the wiser as to why this happens…
Yeah so I added an edit but after some further building/cleaning launching and relaunching I think this is the status:
building with DebugGame Editor doesn’t actually show the UPROPERTY variables in editor (even after closing and opening the editor). Building with Development Editor (which requires the editor to be closed - something with Live Coding) DOES make the UPROPERTY variables show up.
Do you know the reason for this?
I was really happy that I didn’t have to reopen the editor every time when I switched configs, which now I see there was a reason for. Just wondering what’s the point of the DebugGame Editor when it seems to just miss parts of the build? Or at least some changes to it…?
Not sure why. I only build debug configs if I need to step into something. The other 90% of the time I build DevEditor and open the Editor with the uproject file.
hi ,
I know the underneath principle , but it’s hard to explain it in one word.
it is involved editor launching dependency DLLs (normal DLLs) and LiveCoding DLLs ( patch DLLs)
When I have time I want to make a video explaining how this works.