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/SourceandProject/Plugins. - Maintains build and patch baselines under
Saved/LiveCodingHelper. - Classifies obvious
.cppimplementation-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
This plugin is path-independent.
- Copy the whole
unreal-LiveCodingHelperfolder into any Unreal project'sPluginsdirectory. - The plugin discovers the current project with
FPaths::ProjectDir()andFPaths::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/LiveCodingHelperinside the current project.
After enabling the plugin and compiling once:
- Open the editor and look at the existing compile / Live Coding area in the Level Editor status bar.
- 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
- Click the icon to run the normal compile action.
- Open the small dropdown beside it for:
Show Change ReportRefresh AnalysisRebuild BaselineOpen Snapshot Folder
- 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 Analysisonce if the editor is already open. - If you want to reset the stored comparison state after a large refactor, use
Rebuild Baseline.