I find it necessary to open my project by double clicking the xcodeproj file in the ~/Documents/Unreal Projects/projname directory, then selecting the scheme of projnameEditor - Mac in the scheme pulldown and clicking the large Right Arrow icon. Any time I make a C++ change, I watch to see that the Hot Reload announces itself back to the Editor. If it doesn’t (or if I immediately get errors in blueprints accessing my C++ objects or odd compile messages), I close the editor and press the Right Arrow icon again.
As of 4.8.x it still required this on Mac depending on the type of changes you make. I just downloaded 4.9.2 this morning, so have not tested it, but I presume this has not been fixed. I’m not presenting this as an answer just in case UE Staff has an answer, I have been hoping the issue would be acknowledged this for several levels now.
Hopefully your issue is resolved by this workaround because it’s not that much of a hassle.
Thanks , hopefully when they have time, UE 4 Staff will address this. It’s not that important, but is confusing when you first start. I haven’t put a bug report in, because it was reported by someone else a few revs back.
Yes, that was another solution, but it will come back most likely. It did for me anyway. Just in case the Unreal Staff reads this, I’d like to mention that upgrading to 4.9.2 did not fix this issue for us Mac users.
I also used the above method and it worked, but I am finding that when I go to reload the project none of my variables, etc. from my C++ file are available. It just has a bunch of errors and I have to recompile to get it to work. Weird. I’m using 4.9.2
As of 4.12, I still find that the editor has to be closed and reopened after compiling in new UPROPERTYs or UFUNCTIONs or they will not be seen and usable within blueprints. It’s like Hot Reload doesn’t pick these up at all. I am mostly still opening the editor from XCode to get around this. If I add either of the above or change parameters of them, I close the editor and open it from XCode to be certain my changes are reflected. Internal changes (for example to the guts of a class) do not require this, it’s sufficient just to hit the Compile button in the editor and my changes are reflected.