Compiling while editor is open breaks Blueprints

Hi,

i have a very strange problem with our project. Evertime i recompile the game (doesnt matter if in vs or in editor), c++ blueprint nodes have errors. It only happens in 2 different blueprints. Like they never existed. After restarting the editor, everything works fine again.

Does anyone have the same problem? I tried deleting binarys, regenerating vs files, but the problem stays.

Its very annoying, because after every c++ change i make, i have to restart the editor.

A few month later, i still got this problem.

When i change something in code, compile it while editor is open (-> hot reload), some blueprints are missing c++ function. This is very very annoying, almost everytime i have to restart the editor.
And i cant find anything related to this problem in the internet. I really dont want to abandon this project…

I can confirm this is still happening in 2021 in the latest version of UE, I have to restart the engine every time I compile from VS, did you find anything to solve this in the meanwhile?
Thank you in advance!

1 Like

Yes i known issue it related to fact that online normal compilation editor need to compile to different dll, load it in together with done being active hook up everything to new one while both being active and then unload old one, it a lot more troublesome process then just restart of entire things. It is it does not cover 100% cases.

in general you should avoid hot reload when you edit header files, as changes class structure on the go trips with blueprint editors sometimes. Code changes should 100% safe as they not executed when hot reload is happening at all, or else you got some editor code.

Hey,
hot reload is broken.

Either use live coding Hot Reload and Live Coding | Unreal Engine Community Wiki

or close and open solution each time your code changes.