I’m not clear on the Visual Studio/UE workflow.
(I’m using VS 2022 and UE 5.7, VS Integration Tools disabled because for some reason when that’s enabled, CTRL+ALT+F11 stop working )
For example, I add a UArrowComponent from code to a class, press CTRL+ALT+F11 to build from UE and the arrow component shows up in the blueprint based on that class, as expected.
But then from code I change the arrow starting position in the constructor, save, build again from UE, but this time the arrow doesn’t update its position!
And then if I restart UE and press CTRL+ALT+F11 again, this time it update the position…
So, am I supposed to do a restart of UE every time I change the value of a variable?!
Is this how it’s supposed to be or am I using it wrong?
Because if this is the standard, then there is 0 incentive in using any C++ (although I would really love to, since to me using Unreal is more of an excuse to practice C++ and improve as a programmer) instead of just doing everything inside Unreal with Blueprint.
Please, tell me I’m doing something wrong and that this is not the expected workflow, because this is a miserable experience…