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Hot Reload has been virtually useless since 4.17 - still not scheduled for a fix?

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  • replied
    No idea. I never needed to view classes in the editor.
    In the beginning, I was creating C++ classes through the editor, but it was annoying. Actor class template is full of comments you only need the first time. Hate them.
    Plus often I don't BeginPlay() and EndPlay(), this template isn't very useful... It should be used by some tutorial, not the regular class wizard.*
    And I never could understand why during class creation .uproject file ended up automatically modified - creator adds some garbage "additional modules" entry, which I'd always delete...

    Tried VS class creator, never liked it with C++ and game development.

    Usually I'm simply copy-pasting the existing class to create a new one. That satisfies my laziness. Often, I add a class of common type: inheriting after game's character class, item class. Or one of few classes typical to our game's system or tool. I prefer quickly cutting a few hundreds line of code than cleaning up this dumb class template or adding a lot of typical "unreal C++" code from scratch.

    * UE4 has the same issue with blueprints. Automatically adding Tick event to every new blueprint - so everybody is abusing Tick in blueprints, they don't know they could use Timer instead...

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  • replied
    Originally posted by Doctor Ergot View Post

    It's not related to Live Coding. If you're adding class manually via file explorer or downloading added/removed classes from the repo, you have to regenerate project files.
    So you are not suppose to add classes view Unreal Editor?

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  • replied
    Originally posted by TheAwesomeGem View Post
    Seems like I have to Refresh Visual Studio Project every time I add a class whilst live coding is on.
    It's not related to Live Coding. If you're adding class manually via file explorer or downloading added/removed classes from the repo, you have to regenerate project files.

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  • replied
    Seems like I have to Refresh Visual Studio Project every time I add a class whilst live coding is on.

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  • replied
    Originally posted by Doctor Ergot View Post
    Llive++ won't trigger hot reload. It will eventually fail to build or patch running app
    How do you add C++ classes whilst live++ is on? It says I must quit the editor, build the editor and restart. But after I restart, it doesn't show the C++ class I made and a bunch of header files error like missing _Generated.h file and so on.

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  • replied
    Llive++ won't trigger hot reload. It will eventually fail to build or patch running app

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  • replied
    Originally posted by Doctor Ergot View Post
    Well, in case of open worlds, one thing to use now is World Composition which doesn't load all sublevels used by the opened level in editor.

    Fortunately Epic is finally investing in open-world tools. Soon we should have a mechanism for working on the map without sublevels (one world and every asset instance saved separately to the hard drive).
    I truly hope they also gonna upgrade the navmesh system. Not much changed in recent years and navmesh can easily grow to gigabytes (if counting for the entire world).
    I love Unreal Engine without the bugs and for me who is new at using the engine, I don't know when I do something wrong as oppose to the engine bugging out which makes it really hard for me to learn the tool. Now I am just stopped hot-reload and use the visual studio debug to start the engine. It increased my loading times but atleast i don't have bugs. I am scared to use Live++ as I don't understand if it's going to do hot-reload if my header files changes or how it will work in debug mode from Visual Studio and when Live++ gets triggered.

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  • replied
    Well, in case of open worlds, one thing to use now is World Composition which doesn't load all sublevels used by the opened level in editor.

    Fortunately Epic is finally investing in open-world tools. Soon we should have a mechanism for working on the map without sublevels (one world and every asset instance saved separately to the hard drive).
    I truly hope they also gonna upgrade the navmesh system. Not much changed in recent years and navmesh can easily grow to gigabytes (if counting for the entire world).

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  • replied
    It's not viable if you are developing a huge world full of navmesh and other things. But thanks. They should remove hot reload if it's so broken. I will check back this engine wants it's more usable.

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  • replied
    Always set as default a "Test" map with minimal hard references to assets, to boost Editor's startup

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  • replied
    Originally posted by Zeblote View Post
    Or incorrectly set up projects that load 50000 assets on launch.
    My project has currently 75K assets, loading time is usually brief, but out of curiosity, how can you change the project assets loading related setup?

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  • replied

    Originally posted by BrUnO XaVIeR View Post
    I think these complaints come from people without SSD and/or using slow CPUs causing a long wait for Editor to open.
    Or incorrectly set up projects that load 50000 assets on launch.

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  • replied
    After first launch of the day, here it takes from 16 to 20 seconds to relaunch Unreal Editor after a compilation in Visual Studio...
    I think these complaints come from people without SSD and/or using slow CPUs causing a long wait for Editor to open.

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  • replied
    Originally posted by TheAwesomeGem View Post
    That or people just accept hot reload is broken and moves on using Blueprint entirely or closing editor when using C++.
    What's the issue here exactly? When I'm writing a new thing or refactoring features, I keep working in Visual with editor opened and then restart it one or two times a day.
    Grab Unreal VS extension so you can easily specify a map to open on the editor's start. After that, you just need to hit this "restart process" button in VS and your editor is back after a minute.
    Honestly, recompiling bigger parts of project in Unity isn't significantly faster. (Perhaps is better now since they're finally implemented incremental compilation in Unity).

    I'd be more eager to agree with you before the Live Coding era. I can't complain now, I'm able to change the logic while the game is running. This is magic. Better than blueprints.

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  • replied
    Yes I really doubt that Fortnite teams use HotReload, coders make "new nodes", designers use new nodes...
    Coders don't even need to use the Editor.

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