My child actors are slowing down the compile time of the parent

So I have about 30 child blueprints that are inherited from the character actor, problem is the compile time for my main character actor is insanely long, 30 seconds long. When I delete the child actors the compile time becomes only a second long, so it must be the child actors. Any suggesting?

Just to clarify your question. Are you saying that you have 30 instances of the same blueprint that inherit from another actor or do you actually have 30 different blueprints definitions that all inherit from the same parent?

I have 30 different blueprints that all inherit from the same parent, and that parent takes 30 seconds to compile every time I make a change.

In that case, I think that you might be hitting on some limitations of the blueprint system (do not quote me in this). Thinking a little about this, a modification to your parent class will cause all child blueprints to be recompiled as well. It is the same situation when you include the same file over and over again in C++. If you change this single file you will cause the whole system to be recompiled, and this takes time. Bear in mind that blueprints are not lightweight objects and if you take 1 second to build one, you will take 30 seconds to build all of them because of the inheritance.

My first suggestion would be for you to review your architecture to avoid that many children of the same parent class. Can you decouple some of this blueprints? Can you create an indirection layer? Do you really need inheritance in all these cases? The idea of inheritance, in this case, is to avoid changes in the classes that are higher in the hierarchy, you code the functionality once and reuse it over and over again.

Hope this can help.