LogLiveCoding: Error: Unable to start live coding session. Some modules have already been hot reloaded.
LogSlate: Window ‘Message’ being destroyed
Message dialog closed, result: Ok, title: Message, text: Live Coding cannot be enabled while hot-reloaded modules are active. Please close the editor and build from your IDE before restarting.
LogLiveCoding: Error: Unable to start live coding session. Some modules have already been hot reloaded.
LogSlate: Window ‘Message’ being destroyed
Message dialog closed, result: Ok, title: Message, text: Live Coding cannot be enabled while hot-reloaded modules are active. Please close the editor and build from your IDE before restarting.
LogVSAccessor: Warning: Couldn’t access Visual Studio
Candidate modules for hot reload:
BullCowGame
Launching UnrealBuildTool… [C:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe -ModuleWithSuffix=BullCowGame,7225 BullCowGameEditor Win64 Development -Project=“C:/Users/J0hnC0nn0r/Documents/Unreal Projects/BullCowGame-starter-kit/BullCowGame.uproject” “C:/Users/J0hnC0nn0r/Documents/Unreal Projects/BullCowGame-starter-kit/BullCo
wGame.uproject” -IgnoreJunk]
Warning: Starting HotReload took 0.0s.
CompilerResultsLog: New page: Compilation - Dec 30, 2020, 10:01:47 PM
CompilerResultsLog: Building BullCowGameEditor…
CompilerResultsLog: Using Visual Studio 2019 14.28.29335 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
CompilerResultsLog: [Upgrade]
CompilerResultsLog: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
CompilerResultsLog: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
CompilerResultsLog: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
CompilerResultsLog: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
CompilerResultsLog: [Upgrade] Suppress this message by setting ‘DefaultBuildSettings = BuildSettingsVersion.V2;’ in BullCowGameEditor.Target.cs, and explicitly overriding settings that differ from the new defaults.
CompilerResultsLog: [Upgrade]
CompilerResultsLog: Building 4 actions with 24 processes…
CompilerResultsLog: [1/4] BullCowCartridge.cpp
CompilerResultsLog: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1552) : error C2338: Invalid argument(s) passed to FString::Printf
CompilerResultsLog: C:\Users\J0hnC0nn0r\Documents\Unreal Projects\BullCowGame-starter-kit\Source\BullCowGame\Console/Cartridge.h(24): note: see reference to function template instantiation ‘FString FString::Printf<TCHAR[22],FString>(const FmtType (&),FString)’ being compiled
CompilerResultsLog: with
CompilerResultsLog: [
CompilerResultsLog: FmtType=TCHAR [22]
CompilerResultsLog: ]
CompilerResultsLog: C:\Users\J0hnC0nn0r\Documents\Unreal Projects\BullCowGame-starter-kit\Source\BullCowGame\BullCowCartridge.cpp(87): note: see reference to function template instantiation ‘void UCartridge::PrintLine<22,FString>(const TCHAR (&)[22],FString) const’ being compiled
CompilerResultsLog: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1554) : error C4840: non-portable use of class ‘FString’ as an argument to a variadic function
CompilerResultsLog: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1554): note: ‘FString::FString’ is non-trivial
CompilerResultsLog: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(190): note: see declaration of ‘FString::FString’
CompilerResultsLog: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Containers/UnrealString.h(1554): note: the constructor and destructor will not be called; a bitwise copy of the class will be passed as the argument
CompilerResultsLog: C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Core\Public\Windows/WindowsCriticalSection.h(9): note: see declaration of ‘FString’
LogMainFrame: MainFrame: Module compiling took 1.073 seconds
Warning: HotReload failed, recompile failed
Even after commenting the code that I added that lead to this error I can’t compile my code. Hope someone can help me out here
Btw I did try restarting both VS 2019 and Unreal
Also building it from inside VS 2019 opens a new Unreal Editor and gives
But runs fine in the new editor window that opens up