The C++/Editor connection in Unreal is the most unpolished part of the engine.

You’ve converted a long time Unity user. I’m loving Unreal. Loving the tools. Lightyears ahead in most areas.

The connection between C++ and the editor feels incredibly dated and is the worst part of the Unreal workflow.

  • Having to shut down the editor and relaunch when writing code is not ideal.
  • Adding a class has inconsistent behavior: you may have to rebuild the vs project, maybe not. You may have to shutdown the editor and relaunch… maybe not. Maybe the editor just doesn’t notice the C++ change, maybe it does.
  • Using Live coding when adding properties in C++ can sometimes give the editor a case of forgetfulness.
    -Adding a Trace Channel requires you to lookup the enum name in a engine INI.
    -The C++ docs are horrible. Its faster for me to google search to find an API call then it is to use the docs.
    -Intellesense is SLOW.

I don’t mind C++, but I do mind the C++/Unreal workflow. Really hope this improves in the future.