BluePrint needs compilation each editor restart

Hello!

Each time I get into editor I need to recompile base blueprint class to make all child-objects work properly in game. Till end of session everything works great. Packaged project unfortunately behaves as restarted editor - object instances aren’t working as expected. It looks like re-compiled blueprint isn’t saved so it gets back to its earlier version each time editor is restarted. Any ideas?

Thanks for help!

Until someone with more ideas hits here i will say that i think this may be caused by circular dependencies.

The blueprints compile at run time so i think they fail the first compile (editor/game start) then the next compile figures out the next part of the dependency.

My only evidence of this is that i removed a circular dependency one time and it fixed it. BUT it was also part of a bunch of other major changes so not 100%.

Hey! Thanks for reply. In fact I’ve finally solved the issue. This time it wasn’t about dependieces - it was about twisted input handling in UE. Parent class used “Action Input” to execute it’s behaviour. Child class extended exe function of course. In ONE child I’ve added override for “Action Input” and that made UE freaking out. Sometimes parent class worked, sometimes child ones (even that I disable/enable input so only used at the moment was supposed to get inputs from player0). Why re-compiling after restart caused that all classes were working? No idea. At the moment instead of overriding an event I’m passing it to another function which is extended in child class - now it’s working in both - editor and build and no compilation needed.