circular dependency blueprints

Well this is a question that came about over the course of a year or so of working on a game. We began to notice that load times were taking significantly longer, as “dirty” blueprints must be recompiled.

We were also unable to upgrade our project to 4.8, and really didn’t ever get a solution to the instant-crashes when we opened a blueprint in our project. Some people had suggested that it could be circular dependency issues (causing both problems).

Because I am not exactly sure what examples would be considered normal within blueprints and which ones would lead to the issues that we haven’t been able to resolve, I was asking in here, hoping that someone with some engine experience would be able to give me some examples of circular dependencies in blueprints and possibly how to avoid them.

This may enable me to look at my code and see if there is anything that I am doing wrong in it.