How can you get the blueprint accessible changes done in C++ parent class to show up easily on the derived blueprint? e.g. UFUNCTION and UPROPERTY that are declared BlueprintCallable and BlueprintReadWrite
Say if you added a new blueprint callable function in C++ then after hot reload the function would not appear in the blueprint spontaneously.
The only two methods I’ve found that refreshes the blueprint to get the new content are:
1.Restart the editor (kills the purpose of hot reload) 2.Reparent blueprint to other class and then back to the desired class (very destructive and tedious approach)
Is there any standard or easy method to refresh the blueprint class and make it aware of the new changes in C++ base class