What’s your general workflow when building plugins? Do you need to restart the editor after each build? What about debuggin? Attach to running rocket build, or just build the engine from source and run the editor from your IDE or cli debugger?
I’ve noticed that as I’m working on a plugin my UE4Editor.modules keeps getting updated with my plugin getting a hash for a suffix… how can I just stop that from happening for instance? I’d like a cleanly named build to stuff into Perforce and ultimately I was hoping to release this on the marketplace so I’m trying to get a grip on all of this build and test related work.