I’m currently writing a Plugin based on the Custom Mesh Component Plugin.
The Plugin resides in the Game Project Directory.
In my Game Project is a Blueprint Actor which calls the exposed Methods of my Component, to fill it with Geometry.
When i change said Method and do a Hot Reload (either from Editor or Visual Studio) the Result does not change, i have restart the Editor to see the Changes.
If you’re on a source build of the engine, you could try accessing Windows->Developer Tools-> Modules in the menus and recompiling/reloading your plugin module from there?
Thank you twiddle, I didn’t know about the Modules Window :).
Doing it from the Modules Window works most of the Time. For Example: I can break it when doing a Hot Reload from VS, after that this Method stops working.
Another “Workaround” is to have a C+±Actor using my Component (all 3 Methods work), it seems like a BP Actor is not enough to recognize my Plugin as a Dependency correctly.
btw, is there a Reason why it has to be Source, I have 4.6 from the Launcher a can also access the Modules Window?
Right, I wasn’t sure if the binary builds could access Modules - it wasn’t visible in my binary build so I played it safe and told you to check source.
I’d also take a look at the uproject file for your project - it can list plugins as dependencies - see if it has it listed there?