Try closing the editor and deleting the UE4Editor-MyGame-####.pdb and .dll files in Bin/Win64. When you start the project again, it will want to recompile. After it has done so, it should be possible to start a Live Coding session.
I deleted all from \MyProject\Binaries\Win64, pop up window with message about missing modules jump up.
I confirmed rebuild of those modules. Editor window appeared, but still with same message about hot-reload beeing used.
I tend to always load projects through the .uproject file because I don’t like waiting for the editor to load each time - old habits die hard I guess If things aren’t working as I expect, I will fall back to launching the project through the compiler (F5).
With that being said, if the steps work through using F5 rather than opening through the .uproject then that’s great, but I haven’t had to test it like that just yet.
when you need to rebuild your project, instead of relaunching it with f5, right click the game project and choose build, you should get a notification that the build was successful from the uproject, although this can sometimes desync and a restart of the uproject is required. This is what I do at least
For all of you to whom deleting intermediate/binaries and/or re-compile the entire solution didn’t work: you might have the same misleading error as me.
Context: I upgraded the engine (source c++ version) from 4.22.1 to 4.22.2 and Live++ stopped working. Didn’t matter the configuration used for compiling the engine, all tested ones failed (DebugGame Editor, Development Editor). CTRL+ALT+F11 didn’t open any console window. When using the option next to the compile button in Editor (Start Session), I got this error
I never use hot reload. It’s a big no no for me, so I didn’t believe that error. Also, I cleaned and re-compiled the entire solution before, so no hot reload binaries anywhere. I checked the logs and I found this line:
LogLiveCoding: Error: Unable to start live coding session. Missing executable 'P:/Perforce/Engine/UE-MyProject/Engine/Binaries/Win64/LiveCodingConsole.exe'. Use the LiveCoding.ConsolePath console variable to modify.
Turns out that, during the upgrade (and, if not, during the solution re-build), the LiveCodingConsole.exe was removed. All I had to do was to re-compile that program and everything was back to normal again.
I have the feeling that, that window, is a default error. A misleading one.
Extra tip: if you are one of those that adds c++ classes from within the editor, disable Automatically Compile Newly added C++ Classes in the Editor Preferences or you will have this problem for real.
Hi. Anonymous user said: “Turns out that, during the upgrade (and, if not, during the solution re-build), the LiveCodingConsole.exe was removed. All I had to do was to re-compile that program and everything was back to normal again.”
Does someone know how to do just that, recompile LiveCodingConsole.exe?
I’m using a compiled UE version, building it from scratch doesn’t seem to reify that exe unfortunately