Bulk Recompile adds two editor-only nodes under Bulk Recompile in the node menu, so a Blueprint-only project can run the panel's operations from an Editor Utility Widget or Editor Utility Blueprint. They are not available in gameplay Blueprints or packaged games.
Nodes#
Recompile All#
Callable · Menu: Bulk Recompile
Runs the same recompile as the panel for the asset types you choose, enums first, then structs, then Blueprints, and returns a summary. Expand the node to see the advanced options.
| Input | Type | Details |
|---|---|---|
| Structs | Boolean | Default on. Recompile user-defined structs. |
| Enums | Boolean | Default on. Repair user-defined enums. |
| Blueprints | Boolean | Default on. Recompile Blueprints. |
| Include Plugin Content | Boolean | Advanced. Default off. Also process assets in plugin Content folders. |
| Save When Finished | Boolean | Advanced. Default on. Save changed assets. Leave it on, or the fix is lost when the editor closes. |
| Dry Run | Boolean | Advanced. Default off. Report what is out of date without compiling or saving. |
| Collect Garbage Every Asset | Boolean | Advanced. Default off. Much slower; use it if a normal run is unstable. |
| Only Out Of Date | Boolean | Advanced. Default off. Recompile only assets that report as out of date. |
| Output | Type | Details |
|---|---|---|
| Return Value | Bulk Recompile Result | Counts and problems. See below. |
- The node waits until the run finishes. The same progress dialog as the panel appears, with Cancel. There is no confirmation or notification, and the panel's result list does not change.
- Cancelling returns with Cancelled set. Work already processed is saved when Save When Finished is on.
- Structs that would crash the editor are always skipped.
- A run that cannot start, for example during Play In Editor, returns at once with one error and the reason in Problems.
- With Structs, Enums, and Blueprints all off, every count is 0.
- Engine content, force-saving, and turning off the unsafe-struct check are available on the panel only.
Open Bulk Recompile Panel#
Callable · Menu: Bulk Recompile
Opens or focuses the Bulk Recompile panel, the same as Tools → Bulk Recompile.
Bulk Recompile Result#
Break the Return Value of Recompile All to read these members.
| Member | Type | Details |
|---|---|---|
| Num Processed | Integer | Every result row, including structs skipped as unsafe. |
| Num Succeeded | Integer | Rows with the status OK. |
| Num Warnings | Integer | Rows with warnings: compiler warnings, assets a dry run would recompile, and repaired stale references. |
| Num Errors | Integer | Compile errors plus assets that could not be loaded. A non-zero value here is what breaks packaging. |
| Num Skipped | Integer | Assets already up to date, and Level Blueprints. Unsafe structs are not included. |
| Num Packages Saved | Integer | Assets written to disk. There is no separate count of failed saves. |
| Cancelled | Boolean | True when the run was cancelled before it finished. |
| Elapsed Seconds | Float | Duration of the run. |
| Problems | String array | One line per warning, error, unsafe skip, or load failure, in the form [Status] AssetName (Type): Details. |
Num Processed minus the four other counts gives the number of structs skipped as unsafe. See Result statuses for what each status means.