EBlueprintBytecodeRecompileOptions

Windows
MacOS
Linux

References

Module

UnrealEd

Header

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

Include

#include "Kismet2/KismetEditorUtilities.h"

Syntax

enum EBlueprintBytecodeRecompileOptions
{
    None                = 0x0,
    BatchCompile        = 0x1,
    SkipReinstancing    = 0x2,
}

Values

Name

Description

None

BatchCompile

In batch compile mode we don't 'BroadcastCompiled/BroadcastBlueprintCompiled'

SkipReinstancing

Normally we create a REINST_ version even when doing the bytecode compilation this flag can be used of the blueprints GeneratedClass is being reinstanced by calling code:

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss