How do you iterate on an Editor Module?

anonymous_user_700a794c
Thu, 02 Aug 2018 03:40:13 +0000
Pipeline & Plugins

TL;DR

How do I structure an Editor module to allow a developer to see changes (i.e. Slate code) without restarting UE4 after every compile?

Edit: Also, if this just isn’t possible, then that is equally good to know, so that I can move on and just deal with it

Longer Description of What I’ve Tried

Editor Plugin: This Unreal training: [Extending the Editor With C++][1] …suggested placing the extensions in a plugin. However, I learned shortly after that plugins are not compatible with Hot Reload, so I went on a search for a better way.

Editor Module: ([Creating an Editor Module][2]) This setup also does not show my changes unless I restart the editor.

I’ve re-configured the header/source layout and structure a few different ways (based on other built-in plugins), but none of them produce this workflow:

1. Editor is running

2. Make a change to some Slate widget code, menu builder, or property customization in VS2017

3. Compile (Success!)

4. Swap to the editor and see those changes

I’ve also tried using the Modules window to manually unload/load/recompile the module. It fires the shutdown/startup methods where I would expect, but the changes to the actual UI don’t take effect without shutting down and re-opening the project. This seems wrong and a huge impediment to building a non-trivial extension (especially when you are unfamiliar with Slate layout details).

I’m hoping that it is something simple that I’m just overlooking. Thanks in advance!

[1]:
[2]: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

6 posts - 1 participant