Bulk Recompile / Guides

Packaging workflow

v1.2.0Editor plugin
  • UE 5.5–5.8
On this page1. Inspect2. Recompile and save3. Check the result4. If the error remains

Use this workflow when packaging reports that a Blueprint, struct, or enum needs recompiling.

1. Inspect#

Save your work and create a checkpoint. Stop Play In Editor, open Bulk Recompile, and run Recompile Everything with Dry run enabled.

Check Problems only. Open assets with actual compiler errors and correct those first.

2. Recompile and save#

Turn Dry run off. Keep Save assets when finished and Skip structs that would crash the editor enabled. Run Recompile Everything and review the summary.

If the failing asset is stored in a plugin, include plugin content. Leave engine content excluded unless the failure concerns it.

3. Check the result#

Resolve any reported save failures before trying another packaged build. An asset repaired in the current editor session may still be stale on disk if it was not saved.

4. If the error remains#

Try Only recompile assets that are out of date with Force-save every asset. This writes all processed assets, including those that already look up to date. Keep a checkpoint because many files may change.

If the same asset still fails, open it and inspect its compiler messages. Bulk Recompile cannot correct invalid graphs or unsupported member types automatically.

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