When a Blueprint asset is reloaded, we are currently serializing its CachedDependencies list during the discovery of potential referencers. This can lead to incorrectly treating all dependencies as a potential referencer.
This leads to unnecessary recompiles, increasing the reload time, and may result in undefined behavior due to circular reference relationships with the Blueprint asset that's being reloaded. For macro library dependencies, this will also lead to a recompile of any loaded Blueprint that also depends on that library.
for(UBlueprint* BP : BlueprintsToRecompile)
N/A
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Status update on UE-21075 and UE-20622?
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Installer 4.10 failed with error code R-1603
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-162108 in the post.
1 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 5.0 |
Target Fix | 5.1 |
Fix Commit | 21677066 |
---|---|
Main Commit | 21688283 |
Created | Aug 25, 2022 |
---|---|
Resolved | Aug 29, 2022 |
Updated | Sep 11, 2022 |