I have a BP actor that includes a custom C++ component. Within the actor’s BP graph I call various methods from that custom C++ component. Now every single time after compiling my C++ class I cannot run the project in the UE editor anymore, because the BP actor that uses the C++ class needs to be re-compiled as well.
This feels very cumbersome, in particular if I use the custom C++ class/component in multiple different BP actors.
Is there any way to make this workflow a bit simpler?