BY any chance do you use texturematerial or mesh in your Verse code? Having any reference to any of these causes the Verse Push Changes to fail for some reason. I even tested it with 5 lines of code. Simply adding a material variable causes that error, which forces an entire push changes.
It has more to do with using any kind of asset reflected code in some kind of complex/convoluted way. I haven’t really been able to pin point an exact cause to it specifically. There are certain instances where asset reflected code works perfectly fine but others where it causes the “Verse hot-reload failed” error.
@jay_villanueva I am creating a ui with verse, and I have this issue when using texture_block with textures over 300*225 pixels. It is probably linked to the fact that verse hot reload can’t handle more than 256kB.
Edit: and now it seems like everything work again, I have no idea why
Edit2: and it is not working again, feels like there is a limit on the number of texture_blocks allowed for the reload to work, but it is not depending on the texture size it seems
@2GHSamburskoy@PiEqualsThree3 Someone just told me the issue. The problem is that you probably have a texture named very closely to a verse variable. I thought this wasn’t it at first, because the full reload still works, but depending on when it was first build it might just bug the hot reload. So prefix your textures with sth and it should work again