# Blueprint's Save on Compile causes level saving errors after compiling

**URL:** <https://forums.unrealengine.com/t/blueprints-save-on-compile-causes-level-saving-errors-after-compiling/402297>\
**Category:** Blueprint\
**Tags:** save-level, unreal-engine, bug-report, editor, Blueprint, question\
**Created:** [August 19, 2017, 10:14pm UTC](https://forums.unrealengine.com/t/blueprints-save-on-compile-causes-level-saving-errors-after-compiling/402297 "2017-08-19T22:14:19Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![The\_Red\_Scare](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@The\_Red\_Scare](https://forums.unrealengine.com/u/The_Red_Scare)\
**Post date:** [August 19, 2017, 10:14pm UTC](https://forums.unrealengine.com/t/blueprints-save-on-compile-causes-level-saving-errors-after-compiling/402297/1 "2017-08-19T22:14:19Z")

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If changes are made to a blueprint that is set to save on compile in some fashion, and that blueprint has been placed in the level, then the editor will produce an error when saving the level after that blueprint is compiled. This does **not** occur if the blueprint is set to never save on compile, with or without saving immediately afterwards.

Steps to reproduce:

1. Create a new project containing blueprints.
2. In the Editor, open the blueprint for some actor in the level. **Make sure this actor has been placed in the level.**
3. Set the Compile option “Save on Compile” to either “On Success Only” or “Always.”
4. Make a change to the blueprint so that it needs to be compiled, then compile the blueprint.
5. Attempt to save the level. This will produce the error.

![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/f/a/ffa10dfa5235b81516810da1ffa90424926ed4be.png)

Version: 4.17.1-3586342+++UE4+Release-4.17

System: Windows 7 Professional, 64-bit

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**Author:** ![anonymous\_user\_d2b909bf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d2b909bf](https://forums.unrealengine.com/u/anonymous_user_d2b909bf)\
**Post date:** [August 21, 2017, 8:38pm UTC](https://forums.unrealengine.com/t/blueprints-save-on-compile-causes-level-saving-errors-after-compiling/402297/2 "2017-08-21T20:38:31Z")

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Hello,

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here

> **[The Unreal Engine Issues and Bug Tracker](https://issues.unrealengine.com/issue/UE-48672)**
>
> Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.

You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Have a good day!

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**Author:** ![anonymous\_user\_afb7ef4c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_afb7ef4c](https://forums.unrealengine.com/u/anonymous_user_afb7ef4c)\
**Post date:** [December 7, 2017, 1:27am UTC](https://forums.unrealengine.com/t/blueprints-save-on-compile-causes-level-saving-errors-after-compiling/402297/3 "2017-12-07T01:27:01Z")

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So…does the level actually change and need to be saved if you modify anything within that blueprint? When you have auto-saving set to “On success”, does the editor attempt to Save All or is it just saving the current blueprint?
