The difference between Building a project and Hot Reloading in Unreal Engine lies in how the changes to your code are compiled and applied to the game or editor during development. Here’s a detailed comparison:
1. Building a Project
- Definition: Building a project compiles all the C++ code in your project, creating a complete binary (DLLs, EXEs, etc.) that can be run by Unreal Engine.
- When it Happens:
- When you click Build in Visual Studio.
- When you perform a full compile from the Unreal Editor.
- Automatically triggered during certain workflows (e.g., launching the game or packaging).
- Characteristics:
- Complete Compilation:
- Recompiles all C++ files, even if they haven’t changed.
- Ensures that everything is linked and compiled correctly.
- Requires Restart:
- If the editor is running, the project must be reloaded or restarted after the build.
- Slower:
- A full build takes longer than Hot Reload because it processes the entire codebase.
- Complete Compilation:
- Best Use Case:
- After significant changes (e.g., adding new classes, modifying headers, or including new files).
- When the project needs a clean build to ensure stability.
2. Hot Reloading
- Definition: Hot Reloading allows you to recompile only the modified C++ code and apply those changes to the running Unreal Editor without restarting it.
- When it Happens:
- Automatically triggered when you press Ctrl + Alt + F11 in Visual Studio (default key for build and reload).
- Triggered manually via the Compile button in the Unreal Editor.
- Characteristics:
- Incremental Compilation:
- Only recompiles the modified source files and integrates them into the existing binaries.
- No Restart Needed:
- The editor remains running, and the new changes are applied directly to the running instance.
- Faster:
- Quicker than a full build since it processes only the updated files.
- Not Always Reliable:
- May fail if you’ve made significant changes like:
- Adding new UCLASS, USTRUCT, or UENUM.
- Modifying header files significantly.
- Altering certain macros or preprocessor directives.
- May fail if you’ve made significant changes like:
- Incremental Compilation:
- Best Use Case:
- For small, incremental changes (e.g., logic changes, fixing a bug, or tweaking values).
- For quick iteration without disrupting the editor’s state.
Key Differences
Feature | Building a Project | Hot Reloading |
---|---|---|
Scope | Full project compilation. | Only modified files are recompiled. |
Speed | Slower. | Faster for small changes. |
Editor Restart | Requires restarting or reloading editor. | No restart needed; integrates on the fly. |
Reliability | Stable for all changes. | Limited; may fail for certain changes. |
Changes Supported | All changes, including new files/classes. | Small changes (e.g., function logic). |
When to Use | After major changes or a clean build. | For minor tweaks or quick iterations. |
How to Decide Which to Use
- Use Building:
- When adding new C++ classes, structs, or enums.
- After modifying a
.h
file with significant structural changes. - When debugging issues that might be related to stale binaries.
- Use Hot Reload:
- For quick iterations on gameplay logic or bug fixes in
.cpp
files. - When tweaking code that doesn’t require header changes.
- For quick iterations on gameplay logic or bug fixes in
Tips to Improve Workflow
- Combine Both:
- Use Hot Reload for rapid iteration.
- Do a full build periodically to ensure the project is clean and stable.
- Enable Live Coding:
- Unreal Engine’s Live Coding feature enhances Hot Reload by making it more robust.
- Enable it in Editor Preferences > General > Miscellaneous > Live Coding.
- Use Ctrl + Alt + F11 to trigger Live Coding in Visual Studio.
Would you like guidance on setting up Live Coding or resolving specific Hot Reload issues?