Auto-Compile Blueprints

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?

Tbh think it would annoy me more than help me. When editing the blueprint, there will properly be some error while i work, ie unconnected wires etc. So a auto compile would interrupt the work with error messages.

I could see how that might be an issue. :o)

I remember in the UE3 material editor (don’t exactly know how much this carries forward into UE4/5), any node that caused the error was highlighted in red and had a brief message in the upper left hand corner explaining what the problem was (too many texture lookups, a 2D vector trying to go into a 3D vector input, etc). If something like that was used for errors along with red node highlighting for problems, would auto-compile still be such a hindrance?

I might even suggest further that there be a minimalist error mode where blueprints simply highlights error-causing nodes in red and you’d see the error message if you hovered over the highlighted node(s). That way compiler messages aren’t something that occupy so much screen real estate and take the focus off of whatever it is you’re doing at the moment.

So far the only major argument seems to be that the compiler process is clunky and verbose, and so there is an incentive to put off pressing it as long as possible in workflows…

(Thanks for the compassionate honesty, btw :o)