[Dedicated Server] Re-package server & client each time i change C++ code?

As the title says,

Do I have to re-package the server and client each time I make a change in the code? Or is there a faster way to update the build targets with the new code changes? (something like live coding, but for the server)

Of course rapid testing can also be done in the editor. But because it is a multiplayer project (clients connect over the internet, not LAN), I have to frequently test the project with the dedicated servers running.

What little information I have: Every time you build, you automatically generate some kind of unique ID associated with your build. Even if you were to, say, only change server code, or client code, both need to be rebuilt otherwise the build ID is different, and you won’t be able to connect.

About live coding, it seem like it would be against the very concept of packaging so I don’t think that’s possible, but if a solution exists, I’m highly interested as well!

Thanks for your reply

This makes sense, otherwise you’d have different versions of server and client, that could break.

I’ll update the thread if I can find out something.

As for now, I divided the testing into “content” and “networking” tests. Content tests involve tests on the map, game features, etc whereas “networking” focuses on, well, networking stuff. As it seems, the later can only be tested tediously by repackaging client and server every time. This especially is anoying if I use ClientTravel() to switch maps, because the engine does not open new maps in dedicated mode :frowning:

But fortunately, the content can be tested without repackaging and luckily does not require switching maps.