Plugin Hot Reload

I’ve noticed that it doesn’t work too well if you touch headers or constructors. At least in my case I have instance of the pawn in the level and changing the way how components spawn messed it up a bit.

Yeah, actually I noticed that there is an issue with hot reloading if you change UPROPERTIES or UFUNCTIONS signatures and compile from VS and use the UE recompile only for hot reloading. It fails to hot reload such changes. So I actually stopped building from VS.

I asked about this a few months ago. If you recompile your game module in visual studio the editor detects the new hot reloadable DLL and reloads in place. For plugins however there is no such file watching. You can go to dev tools -> modules and manually recompile but it is a bit annoying. I asked if the file watch could be implemented since there isn’t really any reason why it would not work, a bunch of logic in the HotReload code needs to be updated to also search plugin binaries folders.

https://answers.unrealengine.com/questions/493850/hot-reload-of-game-plugins.html

Waiting on UECORE-343 (it is not in 4.15)

Reloading plugins using the above mentioned menus seems to cause a lot of issues. E.g. I have a BlueprintType Pawn class that gets messed up after reload.

This doesn’t work for me. I am on UE4.16.2 and VS2015.

This is my .uplugin Modules section…


“Modules”:
{
“Name”: “VisiblePlugin”,
“Type”: “Runtime”,
“LoadingPhase”: “PreLoadingScreen”
}
]