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.