#Because it corrupts Blueprints at random
1 messages · Page 1 of 1 (latest)
Not sure it's IDE but Editor problem. So, how I suppose to make new PCG nodes without compiling C++?
You compile from the IDE
See the pins about why hot reloading is bad and the limitations about live coding. VS Code is absolute dog water for UE, use VS with ReSharper or Rider
yeah, it's as good as a text editor, but at least it's free 😀 . I'm on Linux, so trying Rider. But MacOS's XCode should be fine as well.
Anyway, this build and Run button in Rider looks have the same effect like compiling from UE5.
I'm getting the same message Compile done within UE5 Editor
Looks like you mention something from this topic, I need to inspect it
https://forums.unrealengine.com/t/excessive-crashes-and-blueprint-corruption-when-using-live-coding-how-to-fix-that-jet-brains-rider/558177
Context I’m trying to use UE for quick prototyping with a mixed approach of both C++ and Blueprints, so that means creating Actors and Components constantly, moving and changing them around all the time. Making C++ changes and then compiling them with Live Coding or Hot Reload causes constant Blueprint corruption and UE crashes. Even with small...
Also - when this UE5 Compile button should be used then?