Bulk Recompile / Guides

Saving and recovery

v1.1.1Editor plugin
  • UE 5.5–5.8
On this pageBefore a runWhat gets savedSource controlAfter cancellationAfter an interrupted or unstable run

Before a run#

Save your work and make a source-control checkpoint or backup. A bulk operation can affect many assets, so a checkpoint is the practical way to restore the previous project state.

What gets saved#

With saving enabled, Bulk Recompile saves processed assets that need saving. Existing unsaved edits in those same assets are saved too. Unrelated assets are not included.

Force-save every asset writes every processed asset, even if it appears unchanged. Expect a larger source-control change set.

Source control#

When revision control is connected in the editor, the tool can check out files while saving. If files remain read-only, the summary reports save failures. Make the affected files writable through your normal team workflow and rerun.

After cancellation#

Cancellation stops the remaining work; it does not undo assets already processed. Inspect the summary and the saved changes, then rerun the required pass.

A run that is not a dry run also clears the editor's Undo history, so Undo cannot reverse it. Use your source-control checkpoint instead.

After an interrupted or unstable run#

Restart the editor and inspect the project before rerunning. Keep the unsafe-struct check enabled. Collect garbage after every asset may help a run that is unstable, at the cost of more time.

If the same asset repeatedly fails, open it individually and report its name and error. Do not repeatedly force the same failing operation.

Documentation
↑ ↓ Navigate ↵ Openesc Close