Version: 1627304
Install Path: C:\users\Markus\
Specs: Win7, 16GB, GTX580, UAC on
Description: When you compile in an animation blueprint (see image below), you get this dialog that asks if you want to compile, and a checkbox option to automatically compile in the future (attached). But the thing is, if you check this option, it does not automatically compile as one would expect – just makes the dialog go away (and I’m confused about how to bring that dialog back in the future, too…). You still have to manually press the compile button – which is quite an irritation – at least for animation blueprinting.
Repro Steps: Reproducing this is pretty simple. Start a new project. Open the content browser, right click, and create a new VIM blueprint. Import a skeletal mesh, and an animation for that mesh. Then open the new VIM blueprint, and then add a new animation from the right click menu. When you press the compile button on the top menu, it will give you this prompt. Check the box to make it go away in the future, and then start messing around with the animation blueprint – add a blend node, add another animation sequence, or something in between to cause the compile button to mark the blueprint as dirty.
Results: Whatever you do in the above steps, you’ll notice that all this does is mark the compile button as dirty instead of auto-saving the blueprint as one would expect.
Expected: Automatic saving, just like AnimTrees from UE3. If this is an issue with saving, can’t you swap bytecode for the parts of the blueprint that have been changed or something? There must be some solution you can integrate for real-time compilation without having to bombard me as a user with constant point and click…