This is going to depend on the machine you're running on, but when you modify a Blueprint it needs to re-instance all instances of that BP (make sure they're new instances of the updated class). So if you have a lot in the scene, this is somewhat expected.
It's akin to spawning 50+ items all at once. My suggestion would be to iterate and work in smaller test levels upfront.
There are lengthy compile times with a blueprint with 50+ instances in the level that contains an array of self references. On lower-end machines, the compile times are upwards of 10 seconds.
Found in 4.13.1. Reproduced in 4.14 Main CL 3156733 and 4.12.5.
Result: Notice a lengthy compile time. On my machine it was around 3 seconds, on the user's lower end machine it was reported as 10 seconds.
Expected: An average compile time of a second at most.
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
How do I set a material as a post-processing material?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.12, 4.13, 4.14 |
Created | Oct 11, 2016 |
---|---|
Resolved | Oct 11, 2016 |
Updated | Apr 27, 2018 |