I’ve been working with Unreal for 3 days and since day 1 I’ve been struggling with working in the blueprint and with code at the same time. I want to make custom nodes for the operations I need to perform but it wasn’t until today when they started to work.
I’ve since realized that when creating a new UFunction I have to build and restart the engine so it’s recognized by the blueprint editor. Is this just me or is it like this for everyone? because it’s lagging my workflow a lot.
If there’s some guide or documentation that explains how this works, it would be awesome if you could post it also.
The first time you add code to a project that initially was “codeless”, a restart is required, but after that the hot reload should kick in and refresh the editor automagically without a restart.
Just be aware though, sometimes it doesn’t work, particularly if you modify code that you have as a blueprint in your level. If funny things are happening, I tend to restart just to be sure.
The hot recompile can be handy, but it’s not always faster than restarting the editor. Most of the time, if I have to make code changes, I will just recompile the project. It takes me about 3-4 minutes to recompile, but usually it’s a lot more reliable and faster than the hot compile.
I’m using a source build of the engine, so that may have something to do with it.