How to update C++ struct and refresh the Blueprints

I’ve created C++ struct, which is exposed to the Blueprints using USTRUCT(BlueprintType)

I am already using the struct in few blueprints. However I need to add new property to the struct. After adding that property all my Blueprints which use that struct are invalid and the editor asks me to remove that struct from them.

That means that I need to recreate again all my usage in the Blueprints.

Is there a way to refresh the Blueprints to use the update structure?

Yes, it fails with error on Reload

Have you tried this?: https://answers.unrealengine.com/questions/76060/bug-cant-refresh-blueprint-after-c-changes.html

Unfortunately you can’t. Every time when a new member is added to a struct, a new “type” is created. (it gets a new hash id.) Blueprint isn’t smart enough to guess your wanted struct type. That’s why it warns you to remove the invalid variables.
(If there is no other solution recreating is the only way.) :frowning:

What seems to work is to:

  1. Update the structure
  2. Compile
  3. Close the editor
  4. Delete Binaries/Win64 folder
  5. Reopen the editor