Greetings,
I have a problem with LiveCoding when using distributed build for our game project. As a result of a remote project build all generated assets like *.obj, *.dll, *.pdb and others are downloaded to the local project folder from a build server.
While working on one project module and invoking live coding update, I see that the Unreal Editor recompiles all the .cpp files disregarding obj files downloaded from remote build server. Obj files change stampts are ahead of the local cpp files. Project root locations are different on the client and on the build server. Unreal Engine ver is 5.4.3.
Is there an option to bypass compilation and invoke the game patching stage with Live Coding?
I would appreciate any advice.
Another question - is there an option to make Unreal Editor unload _Editor.dll to replace it with a remotely built version?
KInd regards,
Pavel