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LiveCodingHelper

LiveCodingHelper is an Unreal Editor plugin that wraps the Level Editor compile entry with a conservative source-change risk analysis pass.

Current scope:

  • Replaces the status bar compile entry with a helper widget.
  • Watches Project/Source and Project/Plugins.
  • Maintains build and patch baselines under Saved/LiveCodingHelper.
  • Classifies obvious .cpp implementation-only changes as safe.
  • Flags header, build-rule, plugin descriptor, and uncertain C++ changes as unsafe/red.
  • Persists a JSON report plus a session log for debugging.

This repository is intentionally focused on a safe first version: it prefers false positives over allowing risky green states.

学习文档:

  • Docs/LiveCodingHelperLearningGuide.md

Migration

This plugin is path-independent.

  • Copy the whole unreal-LiveCodingHelper folder into any Unreal project's Plugins directory.
  • The plugin discovers the current project with FPaths::ProjectDir() and FPaths::ProjectPluginsDir().
  • The plugin discovers its own install location through IPluginManager, so it does not rely on a fixed absolute path.
  • Runtime data is written to Saved/LiveCodingHelper inside the current project.

Usage

After enabling the plugin and compiling once:

  1. Open the editor and look at the existing compile / Live Coding area in the Level Editor status bar.
  2. The recompile icon is tinted directly by the analysis result:
    • green: current tracked changes look safe for Live Coding
    • red: risky or unknown structural changes were detected
  3. Click the icon to run the normal compile action.
  4. Open the small dropdown beside it for:
    • Show Change Report
    • Refresh Analysis
    • Rebuild Baseline
    • Open Snapshot Folder

Notes

  • The plugin intentionally ignores its own source files, so updating or replacing the plugin folder should not keep the indicator red by itself.
  • After updating the plugin version, use Refresh Analysis once if the editor is already open.
  • If you want to reset the stored comparison state after a large refactor, use Rebuild Baseline.

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