[Bug] Are Blueprints that make a call to a Blueprint Interface modified when the Interface is modified?

I am using Subversion for Source Control on my project.

Here’s what’s happening: I have an Interface being implemented by my custom GameState Blueprint. I check out that Interface and add a Function to it. When I save the Interface, I get a notification that Files need to be Checked-Out. When I click on the notification, I’m told my HUD Blueprint and an Actor Blueprint, both of which make calls to the GameState through the Interface, need to be checked-out.

Here’s my question: Are the Blueprints that are making the call actually being modified?

Ugh, this KILLED our teams productivity with blueprints. I’m not sure they are, we committed changes that ignored those checkout requests and things still worked. After 130 changesets though, we got lazy and just started committing everything.

I remember one of the devs talking about their dependency evaluation code needing some work. This might be related.

I have just been submitting everything when checking in assets. I wrote in the check-in notes that the file’s content hasn’t been modified, at least when I can remember that that is the case. I can imagine having to Revert modifications being incredibly time consuming.

I’ll mark this as a possible Bug, since it appears Reverting files that said they were modified didn’t cause any issues.

Either way, it’s good to bring it to their attention.

Related issue: https://answers.unrealengine.com/questions/73933/perforce-constant-checkout.html

Has there been any more information shared about this issue, in terms of whether this is truly considered a bug or if there will be changes to how BPs are marked as modified?

I have not heard anything from Epic, yet.

However judging by some statements regarding “ignoring” those checkouts, experience within our team with ignoring those checkouts and experimentally disabling the internal node reconstruction, I would say that those checkouts are not neccessary, except maybe in corner cases.

Marc

Generally I’ve just been checking-in anything that’s been marked as modified, but I’m the sole programmer on the project so it’s more of just an annoyance then a real workflow issue. There are times I’ve reverted an asset or two when they’re marked as modified and I know I haven’t directly modified the asset, but I always take a quick peek at the Diff before hand; just in case. Either way, it’s nice to know that it appears most of those checkouts can just be ignored; still annoying though.

Hi,

This is a known issue that is currently being worked on by another member of the blueprint team. I’ll update this thread with progress and post an answer on here when we have one.

Cheers!

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Update on this,

the work was completed and committed in changelist 2266069 on the 28th August, this was intended to improve the aggressive dirtying of blueprints. Please let me know if this helps or not.

Cheers

.

The feedback from the team is that it got a lot better.

Marc