Description
When triggering live-coding to reload the bridge after a bridge-only rebuild, the operation aborts because of reflected header changes in unrelated game modules and other plugins (sibling source-control changes that are not part of the bridge build). Add a flag like --module= or --scope= that limits the reflected-header check to the targeted module so a small bridge change does not require restarting the editor.
Use Case
Bridge developers commonly work on a project that has many unrelated reflected header churns happening in parallel. Today, any sibling reflected change blocks live-coding the bridge, forcing a full editor restart even though the bridge module itself is the only thing that needs reloading.
Description
When triggering live-coding to reload the bridge after a bridge-only rebuild, the operation aborts because of reflected header changes in unrelated game modules and other plugins (sibling source-control changes that are not part of the bridge build). Add a flag like --module= or --scope= that limits the reflected-header check to the targeted module so a small bridge change does not require restarting the editor.
Use Case
Bridge developers commonly work on a project that has many unrelated reflected header churns happening in parallel. Today, any sibling reflected change blocks live-coding the bridge, forcing a full editor restart even though the bridge module itself is the only thing that needs reloading.