All options are on the Bulk Recompile panel. They reset to their defaults each time the panel opens.
| Option | Use it for |
|---|---|
| Include plugin content | Process assets stored in plugins. Off by default. |
| Include engine content | Include engine assets only when intentionally needed. Off by default. |
| Save assets when finished | Keep processed changes after the editor closes. On by default. |
| Force-save every asset, even unchanged ones | Rewrite all processed assets when a normal run does not resolve stale saved content. Off by default. |
| Skip structs that would crash the editor | Leave potentially unsafe structs untouched and report them. On by default; keep it enabled. |
| Only recompile assets that are out of date | Reduce unnecessary recompiles on a mostly healthy project. Off by default. |
| Collect garbage after every asset | Try when a normal run is unstable; expect a slower run. Off by default. |
| Dry run | Inspect and report without compiling or saving. Off by default. |
A useful starting point#
For a first visit, run a dry run with the default project-only scope. For a normal repair, turn Dry run off, keep saving and the unsafe-struct check on, and choose Recompile Everything.
If packaging still reports stale assets#
Try Only recompile assets that are out of date together with Force-save every asset and saving enabled. Assets that really are out of date may still compile. Force-saving can rewrite many files, so review the resulting source-control changes.
If the run is slow#
Check whether engine or plugin content is included unnecessarily. Use Collect garbage after every asset only when you need the stability fallback.