Hi,
First of all, not sure if for UE to work with git properly you have to have source control with git enabled. I don’t think it should, but maybe it does. The reason why I mention this is because I couldn’t get it to activate in Mac, so I’ve been using a git client to handle that part (sourcetree, not that it matters).
So far I’ve only seen this behaviour from Win to Mac, since I do my coding in Win (for a plethora of reasons). When I got to mac I updated the local repository, launched the project in UE and I expected that it would recompile the source and everything would work.
The first thing I noticed is that the source doesn’t recompile on it’s own. So I decided to click compile, it worked, and said that hot reload happened.
So when I hit play, I was expecting the game to work, but it complained that there were errors in the blueprints. These were blueprints that were influenced because of the code changes, and when I clicked compile on them the errors don’t go away (e.g. on instance was that I had initially APlayerState → PlayerStateBP::GetIndex, but when adding the c++ code it became APlayerState → PlayStateCpp → PlayerStateBP, where GetIndex is in PlayerStateCpp). In order to fix them I had to delete those nodes and re-add them, and only then recompile the BP.
The only way I got it to working automatically was to close UE, delete the binaries, intermediate, saved folders, and relaunch the project, at which point it says that there are no dlls and asks to rebuild them.
After doing this, the Mac version worked fine. However, I doubt that this manual step of deleting the binary data should be needed.
Regards,
Nuno Afonso