BluePrint needs compilation each editor restart

Hey! Thanks for reply. In fact I’ve finally solved the issue. This time it wasn’t about dependieces - it was about twisted input handling in UE. Parent class used “Action Input” to execute it’s behaviour. Child class extended exe function of course. In ONE child I’ve added override for “Action Input” and that made UE freaking out. Sometimes parent class worked, sometimes child ones (even that I disable/enable input so only used at the moment was supposed to get inputs from player0). Why re-compiling after restart caused that all classes were working? No idea. At the moment instead of overriding an event I’m passing it to another function which is extended in child class - now it’s working in both - editor and build and no compilation needed.