Just uploaded another short video going over uClasses and Hot reloading basics:
<https://www.youtube.com/watch?v=j6N6WGt2lO0> On the plugin major updates were: * Now the setup is easier. We dont need to start the editor to generate the bindings so we can compile the game dll before starting the editor. * Non editor builds tested and working with manual tweakings for Windows, MacOs and iOS. The approach I end up with was to generate Cpp code directly and compile it with unreal. As a result the code is statically linked but the main reason was so we dont have to pull all the symbols in order to build a dyn lib (Unreal does the same, there are only obj files for the engine in non editor builds as opposite to editor builds which contains weak symbols (lib, dylib etc.) Long story short, editor builds uses dynlibs so we can hot reload non editor builds outputs the cpp code directly
