Bulk Recompile / Guides

Settings

v1.1.1Editor plugin
  • UE 5.5–5.8
On this pageA useful starting pointIf packaging still reports stale assetsIf the run is slow

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Only recompile assets that are out of date Reduce unnecessary recompiles on a mostly healthy project.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Try Only recompile assets that are out of date together with Force-save every asset and saving enabled. Assets that really are out of date may still compile.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.

Documentation
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