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What is the Mac/Xcode equivalent to starting a new debug instance via Visual Studio?

I'm having some issues getting the Unreal editor to use my custom C++ code on a Mac when compiling via Xcode.

For example, when following along in the tutorial examples on YouTube, "Introduction to UE4 Programming", the instructor loads the custom C++ code in the editor via Visual Studio by right-clicking on the project title in the Solution Explorer, and selecting Debug->Start new instance.

What's the Mac/Xcode equivalent for doing that?

What I've been doing is compiling the code in Xcode by selecting Product->Build (I've also tried Product->Build For->Profiling with the same results), and then loading the project in the editor manually, as one would open a file in an application via the GUI. But when doing so, none of my custom variables are showing up as available in the Blueprint Graph. I've posted a previous question detailing my trouble with it here.

There's very little in the Unreal documentation that explains the differences with compiling with Xcode, so if anyone has any experience with using C++ successfully with UE4 on a Mac via Xcode, I'd really appreciate some advice, please.

Thanks in advance of your help/reply!


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asked Jan 07 '15 at 05:26 AM in C++ Programming

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I can now answer my own question:

With Xcode configured properly, selecting Product->Run from the menu will launch the UE4 editor in Debug mode and all custom C++ code will be available in the editor.

To configure Xcode properly for UE4, make sure the UE4 editor is selected as the current scheme: xcode scheme selector

When the scheme is set to use the UE4 editor, you can run the Editor in Debug mode directly from xcode, which will load all custom C++ code when doing so.

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answered Jan 08 '15 at 09:39 PM

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