Disabling Live Coding breaks my project. Can you help me understand what is happening?

When you disable Live Coding, Hot Reload takes its place. So when you’re clicking that compile button in the Unreal editor while Live Coding is off, you’re actually using the Hot Reload function, which is Live Coding’s predecessor and quite buggy from what I’ve read.

As mentioned in my first reply, Hot Reloading the project with the Lyra example game in it seems to work, but causes the editor to crash when Playing In Editor using a Lyra pawn. This is due to an issue with Gameplay Tags, from my investigation, the first gameplay tag that fails is the UI.Action.Escape, but that could just be the first tag throwing an error and more, or all, are erroring. You can disable the ‘Import Gameplay Tags from Config files’ in the Project Settings and the Hot Reload no longer causes the crash when entering Play In Editor, but that’s not really a fix: disabling the Gameplay Tag import from Config files breaks mouse input for the Lyra character. You might be able to make it work again by re-introducing the Tags by hand, but I haven’t tried that myself.

Not using Hot Reload and building using VS seems to be the only way to avoid the issue when Live Coding is turned off.

As for the second error, I discovered that deleting the Binaries folder ‘solves’ it. You can either rebuild the code yourself using Visual Studio or let the Editor handle that as the project opens. Regardless of what you do, the project boots and Live Coding remains disabled. Hot Reloading the project (through the editor) will cause the problem again and you’ll have to keep deleting the Binaries folder everytime you close the project. Once again, compiling through VS works fine and doesn’t trigger the problem at all.

I don’t necessarily consider the problems solved, but it’s nice to know there’s a way to get the project working again when I disable Live Coding and run the Hot Reload, even if accidentally. Personally, I wouldn’t use Hot Reload at all if choosing to disale Live Coding. Just bite the bullet and compile through Visual Studio directly.

I’ll mark this as the solution for now.