Hot reload for plugins

I’m mostly developing plugins right now and I really wish hotreload would work for editor and game plugins too.

Totally agree, and second this hotreload for Editor and game plugins. I shudder to think how many times, I’ve had to restart the editor! lol

Yeah I need restart each time I add a new node.

I’d be interested in that as well, at the very least some developer could chime in and outline which part needs to be fixed in order to make pluging hotreloading work. This way someone else might be able to submit a fix.

I’m not certain but i think this was talked about during one of the streams. I think it was supposed to be included with the Plugins for Marketplace update. But i could be totally crazy and am remembering a false memory.

even so, i would also like this to be a . although, i don’t tend to use hot reload, even in the editor.

Doesn’t the DeveloperTools > Modules window already do this? (legit question, I have limited experience with working with plugins)

Haha! You are absolutely right :smiley: Thanks a lot. this would have saved me days…

actually… I just made some tests for an editor plugin (a custom animation node in a plugin) and this doesn’t seem to work. The only way I got it to update the editor module of the plugin was by closing the editor and rebuilding

I had to recompile the runtime module of my plugin to get the desired effect. Maybe it is working because my runtime module is depending on the editor module for some functionality

Ya same here, doesn’t seem to work for 's UE4ShaderPluginDemo. I’m looking to have my node-based code generator ( NodeFlex ) auto-generate complex rendering into custom C++ plugin for Unreal, but having to compile them through Visual Studios and then reload the project each time is an iteration killer. Having a quick way or button to look for changed project plugins, compile and reload them would be a huge improvement. Since with a tool like NodeFlex, we’ll be able to quickly generate and iterate on many C++ plugin-based , being able to compile\load\view changes is a must.

Hopefully they can get this working…

yep this is imperative

2nd this, iteration drives me crazy. :wink:

I was just thinking of creating a post about this yesterday, weird… My system is pretty fast, and the project is relatively small for testing purposes, but the time really adds up.

I closed the editor, built in visual studio, then re-launched the editor 40 times yesterday (not joking, might more than that) trying to bug fix orbital calculations.

I guess I’m going to just move all of the code to a new C++ based project, been doing this for a week now and it’s driving me crazy. I’d really prefer not to have to do this, so it would be a big help if you guys found a way to get this to work!

Plugin hot-reload is a that can help plugin developers saving time. I just can not understand why Epic guys don’t wanna implement this . Seems that both plugin or game project are module for engine, since game project can hot reload, why plugin can not?

Is that too difficult for plugin to implement hot-reload ?

Plugin hot-reload is a that can help plugin developers saving time. I just can not understand why Epic guys don’t wanna implement this . Seems that both plugin or game project are module for engine, since game project can hot reload, why plugin can not?

I wanna reiterate what everyone here has said, especially . This needs to be done. It’s completely ridiculous restarting the editor everytime. There is so much lost time.

Is it possible to hot load another module from within the Plugin and call the new development code? Often times, there are critical algorithms for a Plugin engine that need to be interactively and rapidly sculpted, faster than reloading the editor and the related testing assets. If such code was temporarily hosted in another hot loadable module, and the plugin loaded that module with some hooks and called the latest code, it would solve this problem. Upon finalization of the plugin, the finished code would be moved into the plugin and the hooks to development module removed.