EBlueprintCompileOptions

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h

Include

#include "Kismet2/KismetEditorUtilities.h"

Syntax

enum EBlueprintCompileOptions
{
    None                           = 0x0,
    IsRegeneratingOnLoad           = 0x1,
    SkipGarbageCollection          = 0x2,
    SaveIntermediateProducts       = 0x4,
    SkeletonUpToDate               = 0x8,
    BatchCompile                   = 0x10,
    SkipSave                       = 0x20,
    SkipReinstancing               = 0x40,
    RegenerateSkeletonOnly         = 0x80,
    SkipDefaultObjectValidation    = 0x100,
    SkipFiBSearchMetaUpdate        = 0x200,
}

Values

Name

Description

None

IsRegeneratingOnLoad

This flag has several effects, but its behavior is to 'make things work' when regenerating a blueprint on load

SkipGarbageCollection

Skips garbage collection at the end of compile, useful if caller will collect garbage themselves

SaveIntermediateProducts

Prevents intermediate products from being garbage collected, useful for debugging macro/node expansion

SkeletonUpToDate

Indicates that the skeleton is up to date, and therefore the skeleton compile pass can be skipped

BatchCompile

Indicates this is a batch compile and that BroadcastCompiled and BroadcastBlueprintCompiled should be skipped

SkipSave

Skips saving blueprints even if save on compile is enabled

SkipReinstancing

Skips creating a reinstancer and running reinstancing routines - useful if calling code is performing reinstancing

RegenerateSkeletonOnly

Simply regenerates the skeleton class

SkipDefaultObjectValidation

Skips class-specific validation of the default object - in some cases we may not have a fully-initialized CDO after reinstancing

SkipFiBSearchMetaUpdate

Skips Find-in-Blueprint search data update - in some cases (e.g. creating new assets) this is being deferred until after compilation

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