HELP! Getting error message in 4.27.2 with "Live Coding"

I’ve been learning the basics of C++ with the GameDev Unreal Engine course on Udemy. However I’ve been getting this error, and I can’t seem to fix it. Every time I try to turn on the “Live Coding” feature, Unreal Engine gives me this error…

After doing a breif google search, I turned off the “Hot Reload” setting

But the error still persists. Here is my “Live Coding” settings page

What should I do?

I am definitely not an expert, and have been struggling with some problems myself lately, so take this with a grain of salt. But maybe it is referring to modules as something different than the “Hot Reload” settings in unreal engine?

That means you’re trying to use Live Coding with binaries from a hot reload (i.e. you compiled with the editor open when Live Coding was disabled; now you have Live Coding enabled).

Why do you want to enable it after disabling it? Either keep it enabled or disabled.

When you compile with the project open in Unreal, the compiler can’t overwrite the .dll as it normally would because it’s in use by Unreal. So it basically compiles a new .dll and hot swaps to it.

You need to compile with Unreal closed which will delete the hot reloaded binaries and then overwrite the non-numbered .dll.

Please excuse my ignorance, but how exactly should I go about compling outside Unreal? I am using Visual Studio Code v 1.75. I have already tried building from VS Code using Development Build as perscribed by the Udemy course. But when I go back to Unreal and try to compile using Live Coding it gives me the same error.

I don’t know if this is related, but VS Code is giving me this error at startup…

“Unable to resolve configuration with compilerPath “C:\Program”. Using ‘cl.exe’ instead.”

Are you sure you’re using the Editor version? Could you show what task you are using?

The Editor version of Unreal? Which task are you asking about?

The build task. e.g.
2023-03-10 08_39_53-Grabber.h - CryptRaider (Workspace) - Visual Studio Code

Oh, I’m using the Win64 Development Build.

As you can see from the screenshot, there’s two of those. Are you using the editor one?

Ah, I see. I’m not using the editor version.

Should I run the editor version instead?

Yes, because that’s the build the unreal editor is using.

Perfect, it worked!

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