Hi .
- 4.6.1
- simple changes such as adding variables in such way that remapping of class at hot reload is necessary!!
- No, it happens on HotReload. Closing editor, compile from VS and open Editor again will make the types known again.
I very much think this issue is related to 2 other posts I have posted earlier to which you have not answered on my new comments.
HotReload seems to change types such that ‘many’ things go wrong:
- Serialize to file with PerObjectCongfig
- Custom components in blueprints appear with different name, eg ComponentName_HOTRELOADED_0 etc.
- Ambiguous warnings are posted from Unreal at runtime where it shows the original name + ComponentName_HOTRELOADED_XXX etc.
- Cast in code fails
See also my other posts on this. This is probably all very much related to hotReload changing the actual type in memory.