Unreal 5.3 revers to an older code

Hello. Im having some issues with Unreal 5.3. I use Visual Studio to modify the code and then I compile it in Unreal. Everything works great all the blueprints are getting updated and I populate the object pointers in the blueprint etc…

The problem is after I close Unreal (and save everything) and open it again. Everytime I open it again it always starts with an older version of my code and because its an older version all of the blueprints fail to compile because it cant find loads of objects and functions that were compiled last time. I rebuild but then all the settings I had in the blueprint disappear because when I restarted the editor the C++ code wasn’t there for the settings in the blueprint to make sense.

I can delete all the binaries and intermediate folder and all that and rebuild the project and it works but then after a bit it starts again and it drives me nuts. So much work to make it behave normally and especially if I have crashes (tho theoretically I save very often so if it would worked correctly a crash would not have so much damage)

Also separate from the compiling problems I also notice a lot of settings are just not being saved in the editor. Randomly when I close save all (all assets and map) and restart some objects settings just dont get saved. Like setting a mesh, setting the collision params etc.

I have Windows 11 if it matters. And no course control.

Windows 11 always transfers to OneDrive Documents Unreal Projects (network drive)
The project must be stored on the PC drive or D: and the Project path name total MUST be less than 25 characters. Save A/New all under Windows 11 always goes to FORCES OneDrive for a new file

I have the project in drive E: and its not using onedrive backup. Also if I open 2 instances of the Unreal editor with different project and their corresponding visual studio instances when I try to compile one from the Unreal editor it actually compiles the second project I opened. So I cannot have to projects open in the same time and compile.

If you’re using Live Coding to compile while Unreal is running, then you need to build again to use the code on the next start (and if you use Run in VS, it’ll build it before running it). The reason for this is that Live Coding cannot replace the in-use DLLs, so it makes new DLLs (dllname-patch-something.dll or some such), which unreal then links in.

So, that should be exactly what you’re seeing, if you’re rebuilding while the engine is running. Just make sure you build again before you start.