Refresh ALL Blueprint References after C++ Compilation

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?

https://docs.unrealengine.com/en-US/…les/index.html

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