X157 Dev Notes

One simulant attempts to share insight with others.

UE5 C++ Developer Workflow

As a C++ game dev, you will be spending most of your time in your IDE writing C++, or in the Unreal Editor doing play tests.

Update Engine

Note that switching branches can be problematic. If you think funny stuff is happening when you switch branches, see Procedure for Changing Engine Branches.

Update Project

Modify Project Code

Run Editor

Now you have the latest engine with the latest project, you run the Editor again each time it crashes. ;)

Iteration on design/art related stuff happens in the Editor.

Hot Reload (in Rider: CTRL+ALT+F11) is good when used appropriately. If it corrupts your compiled Blueprints, you can fix it by closing the Editor, deleting all DerivedDataCache, Binaries and Intermediates directories, re-generating project files and recompiling the project.

In general if you only modify the body of a function, then Hot Reload should work OK. If you modify header files, or if you add/remove new functions, or if you modify constructors, Hot Reload will likely corrupt your BP cache.

You’ll know because when you try running those BPs, they’ll seem like they’re doing anything but what they say they’re doing. That is a corrupt compiled BP, you need to nuke it and force it to recompile. (By closing the editor, removing the directories mentioned above, compiling the project in your C++ IDE and finally, restarting the editor).

Crash Editor

The one thing you absolutely don’t need to be told how to do.