LiveCoding/Live++ on Consoles

Hi,

I noticed that recently there has been some movement on updating the LiveCoding module to support Live++ 2, which has support for consoles. Are the plans to support LPP in UE on consoles in the future or as part of LPP2 integration?

Thanks!

Steps to Reproduce

Hi,

I have asked your question on our live coding slack channel. My educated guess is that we are not going to support it for consoles in short/mid term, we will see but we only have one part-time developer on it and he is overbooked on other things. Nonetheless, Live++2 should be usable. Some people are using it internally, but it was not QA and I can find reports of people having problems. So your mileage may vary if you enable it for PC/Editor. I’ll keep you posted once I get a reply to my question. In the meantime, here how you can try Live++2:

Starting with UE 5.6, you could turn it on (and cherry pick CL 43321617)

\Engine\Source\Developer\Windows\LiveCoding\LiveCoding.Build.cs

static bool UseLiveCoding2 = false;Regards,

Patrick

Hey Patrick, thanks for the answer. I’ll cherry pick that CL and give it a run and see how it works. Can you share what sort of problems people have reported having?

We may try having a run at making this work ourselves on consoles - if we successfully do, is there a way this could be contributed back?

Hi,

I’ll try to summarize the discussions:

  • Some people were trying to build LiveCodingConsole project, but for Live++2, LiveCodingConsole is not used. We use the built in Live++2 console.
  • Bug: Looks like breakpoints on “reloaded” codepaths don’t work.
  • Bug: Some people turned the Live2.0 setting back to false and Ctrl-Alt-F11 doesn’t trigger anything anymore. It’s because we turn off ctrl-alt-F11 from the broker in LPP2 and handle it from the unreal process instead, so we can make it possible to launch live++2 from ctrl-alt-F11 (to make live++2 zero overhead when not used).
  • Bug: After enabling Live++2, when booting the Editor, the following message appears: CreateWindowEx failed when setting up listener for hot key
  • When using <bAdaptiveUnityDisablesOptimizations>true</bAdaptiveUnityDisablesOptimizations> simply checking out a file will not detect that it should be recompiled. check out + save is enough though.

I think that’s about it. If you want to contribute back, the best way would be to create a GitHub pull request. If the PR has console specific changes, then you can share it on EPS, a zip containing all the files of your changelist (p4 print).

Regards,

Patrick