BP.bForceAllDependenciesToRecompile
BP.bForceAllDependenciesToRecompile
#Overview
name: BP.bForceAllDependenciesToRecompile
This variable is created as a Console Variable (cvar).
- type:
Var
- help:
If true all dependencies will be bytecode-compiled even when all referenced functions have no signature changes. Intended for compiler development/debugging purposes.
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).
*/