BP.bForceAllDependenciesToRecompile

BP.bForceAllDependenciesToRecompile

#Overview

name: BP.bForceAllDependenciesToRecompile

This variable is created as a Console Variable (cvar).

It is referenced in 2 C++ source files.

#Summary

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Source/Editor/Kismet/Private/BlueprintCompilationManager.cpp:582

Scope (from outer to inner):

file
namespace    UE::Kismet::BlueprintCompilationManager::Private
namespace    ConsoleVariables

Source code excerpt:

		static bool bForceAllDependenciesToRecompile = false;
		static FAutoConsoleVariableRef CVarForceAllDependenciesToRecompile(
			TEXT("BP.bForceAllDependenciesToRecompile"), bForceAllDependenciesToRecompile,
			TEXT("If true all dependencies will be bytecode-compiled even when all referenced functions have no signature changes. Intended for compiler development/debugging purposes."),
			ECVF_Default);
	}
}

void FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl(bool bSuppressBroadcastCompiled, TArray<UBlueprint*>* BlueprintsCompiled, TArray<UBlueprint*>* BlueprintsCompiledOrSkeletonCompiled, FUObjectSerializeContext* InLoadContext, TMap<UClass*, TMap<UObject*, UObject*>>* OldToNewTemplates /* = nullptr*/)

#Loc: <Workspace>/Engine/Source/Editor/UnrealEd/Public/Settings/BlueprintEditorProjectSettings.h:21

Scope (from outer to inner):

file
class        class UBlueprintEditorProjectSettings : public UDeveloperSettings

Source code excerpt:

	 * 
	 * If you still require this functionality for debugging purposes, it has moved to a console variable that can be
	 * temporarily enabled during an editor session to bypass the fast path: 'BP.bForceAllDependenciesToRecompile 1'.
	 */
	UE_DEPRECATED(5.1, "Fast path dependency compilation is now the standard behavior. As a result, this setting is no longer in use, and will eventually be removed.")
	UPROPERTY(config)
	uint8 bForceAllDependenciesToRecompile : 1;

	/** If enabled, the editor will load packages to look for soft references to actors when deleting/renaming them. This can be slow in large projects so disable this to improve performance but increase the chance of breaking blueprints/sequences that use soft actor references */
	UPROPERTY(EditAnywhere, config, Category=Actors)
	uint8 bValidateUnloadedSoftActorReferences : 1;

	/**
	 * Enable the option to expand child actor components within component tree views (experimental).
	 */