![]() ![]() Do the heavy code and scripting in C++ functions, then call those in BP. You could also abstract quite a bit of your logic to Blueprints as long as you make sure that you are only calling around 10-15 nodes in a Blueprint chain to keep the performance cost of going through the VM layer low. ![]() It's truly an amazing engine to work with once you get used to its quirks. ![]() But I do think that the benefits outweigh these inconveniences once you use UE4 for a while. It's just this gut feeling you get when you use certain functionality or do certain changes where you will eventually get to a point where you kinda think "Yeah, this will require a restart to work properly." I know it's not optimal and sounds bad. If you build the engine from source, it kinda kills two birds with one stone when you use this method since you compile and debug the engine on every startup, which just loads the most fresh classes in your project anyway.Īlso, you eventually get a feel for what things in C++ when changed will typically require a restart of the engine. If it wasn't obvious, I would recommend getting a dedicated SSD to install the engine and your projects on for this purpose. a lot of lines changed at a time with new variables introduced to the class) I just restart the editor real quick after the compile is finished to get the class freshly loaded in on the new start up. I pretty much always use the compile button in the editor, and usually when creating big features (I.E. Hot reloading is very hit or miss with UE4. ![]()
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