I noticed this while executing At step 10, there should be warnings on the nodes that were updated by the HotReload.

This is a regression from 4.13.2. I checked 4.13.2 binary @ CL 3165739.

Steps to Reproduce


  1. Create a BasicCode project.
  2. Create a new C++ class based on Actor (named mine FooCPP)
  3. Create a BP class based on the C++ class you created (named mine FooBP)
  4. In VS, add the following code to the public section in the FooCPP.h file:
    UPROPERTY(Category = ThingsAndStuff, BlueprintReadWrite, EditAnywhere) float fooVariable;
  5. Click the Compile button on the Toolbar in UE4Editor.
  6. Open the BP class in the Blueprints subeditor.
  7. Place a get and a set node for fooVariable into the Event Graph.
  8. Switch back to VS and change the line of code added to:
    UPROPERTY(Category = ThingsAndStuff, BlueprintReadWrite, EditAnywhere) float fooVar = 3.0f;
  9. Switch back to UE4Editor and click the Compile button.
  10. Focus back to the Event Graph and the get/set nodes that were placed.

There are no warnings generated on the nodes that were impacted by the Hotreload.

Warnings are generated on the nodes impacted by the HotReload.


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Won't Fix
CreatedOct 20, 2016
ResolvedAug 18, 2021
UpdatedAug 18, 2021