So every time I have to rebuild my plugin, I have to restart the editor, this is atrocious. I’ve seen in last Twitch you guys are working on a feature to don’t need to restart editor every time you need to rebuild the plugins, could you guys bring this feature faster on github please, even experimental?
Hi TDoro,
Depending on exactly what your plugin is doing, you have a number of options available to you. The modules list lets you recompile individual modules, and you can also bind more interesting activities together. For example, the Blueprint editor has a set of options in File…Developer that we added for rapid iteration, which let you recompile the BP editor, BP compiler, etc…, taking care of things like closing existing editor instances so it happens cleanly.
Check out the code around FBlueprintEditorCommands::RecompileBlueprintEditor, which does:
static void RecompileBlueprintEditor_OnClicked()
{
FAssetEditorManager::Get().CloseAllAssetEditors();
GEngine->DeferredCommands.Add( TEXT( "Module Recompile Kismet" ) );
}
Cheers,
Michael Noland
I want to add a button on the main toolbar, and open a dialog window with different settings where I can modify things inside my level (example). Not a game feature, and editor one. But seems terrible difficult. I will try what you say to see if I can manage to get any results. Thanks!