First, I created a C++ class interhited none to create maze generator. Then I saw, that hot reload need at least 1 gameplay object(Actor, Gamemode etc.). I created an Actor class(there was some problems from this topic), but hot reload also gives me a
Warning: RebindPackages not possible for specified packages (or application was compiled in monolithic mode.)
When running a project from IDE, in the output log you should see smth like enabling unity mode because of the “file name”, you should then check all includes in that file.
1>D:/Home/Volodya/Projects/Games/UE4/TestingSomething/TestingSomething/Source/TestingSomething/MazeGen.h(1): error : Invalid class name ‘MazeGen’. The class name must have an appropriate prefix added (A for Actors, U for other classes).
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ““C:\Program Files\Epic Games\UE_4.18\Engine\Build\BatchFiles\Build.bat” TestingSomethingEditor Win64 Development “D:\Home\Volodya\Projects\Games\UE4\TestingSomething\TestingSomething\TestingSomething.uproject” -waitmutex” exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project “TestingSomething.vcxproj” – FAILED.
So I have to derive this class for UObject and name it UMazeGen? But if all classes must derive UObject or AActor, why UE4 has ability to create classes interhited “None”?