Compile from code editor of C++ component used in blueprints get deleted

After I modified code in the component .cpp and compile from the code editor then run the game I get errors from blue print that uses this component. After I open this blue print I found the component is missing and need to be added it again !!. Is there a way to prevent this behavior ?

because if I use this C++ component in many blue prints I have to search and readd them all again.

Try running the project from the compiler.

you mean live coding ?

No. I mean if you are using visual studio then run you projects .sln file and then run the project as development editor (with or without debug)

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ok thanks but is it a bug ?

I’ve noticed in older versions if I didn’t compile from code my c++ classes would not be seen by blueprints.

Not sure if it’s been changed in newer versions, but it seems there that once compiled it seems to keep them in editor.

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Using Unreal 5.0.3.

Is you component seen as blueprintable?

UCLASS(Blueprintable)
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I used that macro

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )