Editor no longer registers C++ code changes at all
Greetings. I'm at a total loss here. Basically what is happening is that C++ changes that are successfully compiled are no longer registering in the editor at all. This includes the PIE as well as in Blueprints.
As a simple example, I had an old function that prints a Log message upon initializing the game. Really simple:
As expected, this printed out the following in the Output Log:
LogTemp:Error: Initializing World
Now, I edit the code as follows:
I compile in Visual Studio without any errors. I then open up the Unreal editor and, for good measure, hit the compile button. The editor compiles and displays the changes:
CompilerResultsLog: Info Blah.cpp <-- changed object
No errors. For good measure, I then shut down the editor and relaunch it. Upon hitting play, I would expect "Initializing World2" to print right after "Initializing World" but it does not.
In fact, any changes that I make to C++ are not reflected in the editor at all. If I add or remove member variables to C++ structures and compile, the changes never appear in Blueprints.
I initially thought that the issue might be due a difference in solutions, but both Visual Basic as well as the project settings are set to "Development." It's like the engine won't register any new C++ code at all.
This basically breaks the engine, for us. Does anyone have any suggestions? Any help would be appreciated.
Alright, solved the issue. In order to work on another bug, I deleted the files from \Binaries\Win64 which, in general, isn't a problem. BUT, I had created a folder named Test in the \Binaries\Win64 directory and copied the old files into it, as a precaution. The Editor was basically doing a recursive search through the \Binaries\Win64 directory, hit the Test folder and was using the old version of UE4Editor-[name].dll found within.
Completely clearing out the binary folder fixed the issue!
answered Apr 10 '17 at 08:44 PM
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