Is there a way to refresh all blueprint references to C++ classes after compiling? Every now and again I get bombarded with errors and then have to manually refresh EVERY blueprint that references a C++ class.
If you have your own “Kismet” module you can do this:
FKismetEditorUtilities::CompileBlueprint( myBlueprint );
TArray<UBlueprint*> Dependents;
FBlueprintEditorUtils::GetDependentBlueprints( myBlueprint, Dependents );
for (auto BP : Dependents)
{
FKismetEditorUtilities::CompileBlueprint( BP );
}
I’m not sure what you mean by that. Aren’t all C++ classes their own modules? Do you just mean create an empty one?
EDIT: Don’t use this problem for Hot-Reload related problems, as it can cause pin-breakages and variable-type damages in your blueprints
I made a plugin to fix this problem! The plugin refreshes all blueprint nodes in every blueprint. Just download it and drop it into your project’s Plugins folder.
To use it, hit Blueprints->Refresh All Blueprint Nodes
Hope this helps