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Blueprint C++ node always has error when restarting project

I'm using a C++ utilities class with a bunch of static methods. There are a couple methods which, when called from BP, work fine except when restarting the project. In those cases they turn into "errors" and UE says it can't find the function for those methods.

I can touch the C++ code (wihtout making changes, just update the time stamp), recompile the C++ file, and the error goes away: but I have to do this every time I start up the project! I've tried cleaning the directory with the editor closed, doing a full rebuild ,etc , but it seems to always show up as an error when I restart and requires me to rebuild the file without making any changes.

Any one else seen this? What is the method to completely refresh the built DLLs etc?

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Product Version: UE 4.15
bug_new_error.png (78.9 kB)
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asked Apr 25 '17 at 06:08 AM in C++ Programming

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avatar image scyfris Apr 25 '17 at 08:03 AM

It seems to be due to my build configuraion in Visual Studio. I was on "DebugGame Editor", which was working fine for hot reload. If I switch to "Development Editor" build config, close UE4, rebuild, then open UE4 editor, it gets the correct symbols when loading up. so I think what is happening is UE4 editor is only loading the last "Development Editor" build configuration when it loads up, not the last "DebugGame Editor" DLL.

So my new question: when the unreal editor loads up, how does it determine which build DLL to load up? Is it always defaulting to the last "Development Editor" build? Is there a way to make it load a different build config by default?

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