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!
Jay