Hello there,
You’ll have to forgive me if this is something already added to the engine. I didn’t really see anything like this added anywhere in Project Settings. But perhaps it’s in an option buried in another menu and I missed it or something?
I was wondering if the Unreal team might consider adding some options to automatically compile for the current blueprint you’re in?
I rather miss having what UnrealKismet used to do in that you could just add nodes and the code would instantly update to reflect your new changes without having to push any compile buttons so that it works.
Now I know that some people prefer the fine granularity that comes with controlling WHEN to compile BPs, so perhaps this might be a customizable option in the same way that the auto-save system is. You can set the interval for WHEN it happens or even turn it off entirely if the compile process is becoming too tedious to use in regular work (such as the blueprint becoming very large).
A lot of times when I am writing BPs, I am razor focused on the work itself. When I hit the compile button, I feel like I have to stop in the middle of everything just to DO it and I lose my current train of thought for level creation.
The idea behind having an automatic compile for BP is to avoid situations like this. A throwback to the UE3 UnrealKismet days, while also allowing users used to the UE4 way of doing things to still keep fine control over WHEN to compile their work if they so choose.
You could have both a global project setting, as well as a per-blueprint override setting for stuff like this. Thus you might want auto-compile for a character or animation blueprint, but maybe not for a level or widget blueprint or something. If you create a new blueprint, Unreal would look to the project settings for initial auto-compile settings for that blueprint. But the user could tailor the auto-compile settings for each blueprint if they want.
What do you guys think?