I have a plugin in my project to move around stuff with gizmos(much recommended tool, by the way).
It has quite a few blueprint functions that I use.
I would like to add some functionality to it, though.
So I opened up the related cpp files, namely TransformerPawn.cpp and had a look around, and found a few starting points where I can add GEngine debug messages, to see what is going on...
I chosen a few blueprintcallable functions and went ahead by:
- added those debug messages, but they do not take effect at all...
- added some other code(move the actor 1000000 units away in tick), but still nothing...
- commented out code, but blueprints kept working...
I added the Engine.h header in my cpp. I also tried rebuilding the solution... And yes I hit compile every time... :D
To test things out I added an empty C++ actor, and added a blueprintcallable function to it to print out debugmessages(GEngine), and it worked as it should be... I can see the debug messages...
EDIT: I use Rama's Victory plugin a lot. I added a custom BP node there, recompiled it, and it didn't work...
But the new plugins available message popped up in the bottom right corner!
So I disabled, and enabled it and it did work. I could see my new BP node. :)
Later on I test it with the above asset and update the post.