I made a C++ change to a number of actors in which I transferred a number of their variables into structures.
Obviously this broke all the blueprints that are subclasses of those actors. Fortunately I am early enough in development that it wasn’t that difficult to find and update those blueprints.
But I noticed that I could run PIE and standalone even while the blueprints were broken or ‘dirty’. I had thought I would get a warning when attempting to run PIE or standalone that would list all the dirty blueprints, but I guess not?
I can imagine a point later in development when making a big change like this could be far more problematic due to the potential for significantly more potentially broken/dirty blueprints. Is there a way to list all dirty blueprints in the project?