Write, Attempt to compile, Fix Editor Bugs, Run, Repeat. Is that the new norm?

I love how it’s just accepted that we have to restart the editor every other time we compile, and randomly compile blueprints that seem to already be compiled, and so on and so forth.

Used to be the cycle was write, compile, run, repeat. Now is Write, attempt to compile, attempt to run, fix any problems with the last two steps, see if changes are reflected in game and probably restart the editor to get them to take.

I love UE5, but I’ll be happy when it gets ironed out.

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I find it somewhat disquieting that we need to exit the tool, delete three folders, then start it all back up again (losing tabs, docks and other adjustments)… EVERY time we modify a header file.
I decided to ‘fight the man’ today and deliberately didn’t do that when the lecturer did. As a result I wasted 10 minutes wondering why my version didn’t show the same debug. After caving and following this absurd ritual, everything worked perfectly.

Just turn off live coding completely. It’s always been like that and while you do rarely have to do this, first thing I do when I create a new project is disable live coding completely. It makes little difference to your compile times at all so I don’t see the point in having it on.

It’s useful to occasionally delete these folders because UE creates incremental DLLs that are then dynamically reloaded and as a result the folders grow over time. A rebuild from the code editor while UE is closed, or just delete the folders perhaps once every few days reduces their size.

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