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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:

 UE_LOG(LogTemp, Error, TEXT("Initializing World"));

As expected, this printed out the following in the Output Log:

LogTemp:Error: Initializing World

Now, I edit the code as follows:

 UE_LOG(LogTemp, Error, TEXT("Initializing World"));
 UE_LOG(LogTemp, Error, TEXT("Initializing World2"));

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.

Product Version: UE 4.15
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asked Apr 10 '17 at 06:38 PM in C++ Programming

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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!

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answered Apr 10 '17 at 08:44 PM

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