Can we use the option "Edit and Continue" in UE4?

Hello,

First of all, I’m sorry if this question is not at the right place or is already answered somewhere… First time here!

So my question is already described in the title. Basically: it would be amazing to be able to use the option from Visual Studio “Edit and Continue” wich allows to change our code at running time. However it seems to be impossible, as VS wants the fonctionnality to be activated and I can’t figure out where or how to do it and even if it is possible.

I know that if the simultation is running from the editor, it is possible to compile the code, and it is almost like an “edit and continue”, but it would have been awesome to use the breakpoints of visual studio, edit the code, and continue the simulation!

Feel free to ask if anything is not clear.

Thank you in advance.

Going by the deafening silence I’m guessing the answer is ‘no’ :frowning:

Well, I guess so… Still, I hope for a firm answer, even if it is a no.

Hello,

I don’t have an answer, but I made some progress and I hope that someone can answer this in the future.
I was able to compile after editing during a debug session, but after the compilation I got:
Edit and Continue : error : CRT initialization changed (section .CRT$XCU). Edit and Continue cannot perform runtime initialization for this edit.
I made a simple edit which should be supported by Edit and Continue.

In order to compile I used these build tool settings:

<BuildConfiguration>
<bDisableDebugInfo>false</bDisableDebugInfo>
<bOmitPCDebugInfoInDevelopment>false</bOmitPCDebugInfoInDevelopment>
<bPGOOptimize>false</bPGOOptimize>
<bPGOProfile>false</bPGOProfile>
<bSupportEditAndContinue>true</bSupportEditAndContinue>
<bUsePDBFiles>true</bUsePDBFiles>
<bUsePCHFiles>false</bUsePCHFiles>
	
<bUseUnityBuild>true</bUseUnityBuild>
<bUseAdaptiveUnityBuild>true</bUseAdaptiveUnityBuild>
<bAdaptiveUnityDisablesOptimizations>true</bAdaptiveUnityDisablesOptimizations>
<bAdaptiveUnityDisablesPCH>true</bAdaptiveUnityDisablesPCH>
	
<bUseIncrementalLinking>true</bUseIncrementalLinking>
<bDebugBuildsActuallyUseDebugCRT>false</bDebugBuildsActuallyUseDebugCRT>
<bUseUBTMakefiles>false</bUseUBTMakefiles>
</BuildConfiguration>

I also tried changing bDebugBuildsActuallyUseDebugCRT to true, and not building Apex, PhysX, and any other 3rd party which doesn’t include the debug DLLs, but I couldn’t build the project this way.

did u find any solution? I only need EAC for my game module.
4.20 released without EAC. :(((