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Module |
|
Header |
/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetEditorUtilities.h |
Include |
#include "Kismet2/KismetEditorUtilities.h" |
enum EBlueprintCompileOptions
{
None = 0x0,
IsRegeneratingOnLoad = 0x1,
SkipGarbageCollection = 0x2,
SaveIntermediateProducts = 0x4,
SkeletonUpToDate = 0x8,
BatchCompile = 0x10,
SkipSave = 0x20,
SkipReinstancing = 0x40,
RegenerateSkeletonOnly = 0x80,
SkipDefaultObjectValidation = 0x100,
SkipFiBSearchMetaUpdate = 0x200,
UseDeltaSerializationDuringReinstancing = 0x400,
}
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 |
UseDeltaSerializationDuringReinstancing |
Allow the delta serialization during FBlueprintCompileReinstancer::CopyPropertiesForUnrelatedObjects |