Unreal always wants to recompile and resave blueprints on play in editor

Hey, i have updated my project to 4.11 and now unreal always wants to recompile my blueprints when i try to play in editor. Here is a video of it: - YouTube

I have restarted the editor, i have deleted every folder except “Config” “Content” and “Source”, i have rebuild the project with Visual Studio 2015, still it is doing this…

Here is a dxdiag if you want it: link text

My current workaround is to uncheck “Auto Recompile Bueprints” in Editor Preferences->Play, but this is not really fixing the bug…

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved in reproducing this issue?
  4. When you say that you deleted “every folder except “Config” “Content” and “Source””, was this done before or after upgrading the project?
  5. If it was done after upgrading, could you try removing these folders before upgrading and then upgrade the project?

Hey Rudy,
actually i thought iam never going to reproduce this, but i created a new project, did some random things and its still there: - YouTube

I have no time right now to answer the other questions, but i will do this later this evening^^

Hello ,

I was able to reproduce this issue on our end. I have written up a report (UE-29164 ) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Make it a great day.

I migrated my project not the “normal” way by right clicking onto the .uproject file and “switch unreal engine version”. That failed because the compiler had strange errors.
I did it by creating a new project in 4.11, adding the same project settings from my old project e.g. collision channels, input settings. Then i clicked on “add code to project”, and recreated all the c++ classes from my old project. I copied exactly the same source code (my old project from 4.10.4 has the same name as the new one in 4.11), and after that i was able to compile the c++ classes. After that i used the migrate tool from the editor and migrated all my maps with its assets into the new project. And as you can see, it worked. Except that little “i always need to recompile your blueprints” bug :smiley:

So everybody has this bug and nobody noticed it because they all had only “small” blueprint classes or how did i got that bug?

Hey Rudy,
do you know in which upcoming UE4 version the bug will be fixed? Or can you tell what causes the issue/is there a workaround?
If nobody else has this issue, it will be quicker to change something on my side instead of waiting for an update.

I went ahead and double checked on this issue for you. There is not a timeline in place at this moment for an implementation of a solution for this issue. After running a few tests, I do not currently have a workaround for this issue at this time.