Hot Reload of Plugins


I’m currently writing a Plugin based on the Custom Mesh Component Plugin.
The Plugin resides in the Game Project Directory.
In my Game Project is a Blueprint Actor which calls the exposed Methods of my Component, to fill it with Geometry.

When i change said Method and do a Hot Reload (either from Editor or Visual Studio) the Result does not change, i have restart the Editor to see the Changes.

What am i missing?

If you’re on a source build of the engine, you could try accessing Windows->Developer Tools-> Modules in the menus and recompiling/reloading your plugin module from there?

Thank you twiddle, I didn’t know about the Modules Window :).

Doing it from the Modules Window works most of the Time. For Example: I can break it when doing a Hot Reload from VS, after that this Method stops working.

Another “Workaround” is to have a C+±Actor using my Component (all 3 Methods work), it seems like a BP Actor is not enough to recognize my Plugin as a Dependency correctly.

btw, is there a Reason why it has to be Source, I have 4.6 from the Launcher a can also access the Modules Window?

Right, I wasn’t sure if the binary builds could access Modules - it wasn’t visible in my binary build so I played it safe and told you to check source.
I’d also take a look at the uproject file for your project - it can list plugins as dependencies - see if it has it listed there?

Sry for the late Answer, Work got in the Way.

I didn’t list my Plugin as Dependency in uproject file. Actually i never touched it:

	"FileVersion": 3,
	"EngineAssociation": "4.6",
	"Category": "",
	"Description": "",
	"Modules": [
			"Name": "UnrealSandbox",
			"Type": "Runtime",
			"LoadingPhase": "Default"