When the editor is open and I compile in visual, and with the plugin edited, it always fail. Though it won’t fail if I only edit the code that uses it or if the editor is close.
Also, compiling in the editor will not fail, but the plugin won’t be updated. Is there maybe some option I have to change.
ERROR : UBT error : Failed to produce item: …Unreal Projects\Adventurers\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-Adventurers-9128.lib
Can you provide more informations about the error ? It should be available in the log.
Besides, I am not sure if it is ok in 4.15 but I believe the plugins cannot be hot-reloaded like your game module. You will always have to restart the editor.
Yeah, that’s what I was thinking too. That sucks though I have to reopen ir everytime lol. I made the plugin so I can reuse it on other project but now it’s slower.
As i know there i no hot reload for plugins (yet?) so you need to reload the engine, you might try to unload and load your code modules, to do so in the console (Window->Development Tools->Output log) there “module load” and “module unload” command there also module “module list”. So unload your module before compiling and load it again once it’s done. remeber to add unload code in your module to clean you stuff, like remove menu extensions and so on.
If it this does not work also other alternative… build your plugin as a game code where hot reload works. If you didn’t notice yet, plugins works same as game project code and enigne code too, regardless what you use you effectivly extending the engine code just by using UE4 C++, your code should work regardless if it’s plugin, game code or adding engine code, you adding module to the engine and modules work the same regardless where they are, so you can move it around. If you don’t understand what i mean let me tell you elightning thing, UE4 is first version of unreal engine to introduce game projects, before then (and you can try it with UDK which didnt even give you access to C++) for every project you would need to install new copy of UE4 and what you do is extend then base of what engine give you with your game. So all game projects and plugins to is only let you swap things around easily, but everything works the same regardless where it is used, ofcorse because plugins are loaded a bit diffrent then the rest of the code it needs seprete implmentation of hot reload which is missing.
So you can code your plugin in seperate module in game project and then move it to plugin. You add modules to game project same asp lugins, but you edit in uproject file insted of uplugin
Hello guys, maybe it’s late, but i made a tutorial for developing plugins using the hot reload feature. I’m using a workaround for that (creating game modules first and converting them to a plugin later).