Sometimes I will be changing properties or functions on a blueprint class, and not realize that I have broken a dependency in some other blueprint. The blueprint I am editing works fine, but others may now have errors. What is the best way of surfacing those errors?
Hi Brock,
Probably the best way is to run one of our automated tests, or write your own. We have tests that will open, load, and compile every Blueprint in your project. Depending on the number/complexity of Blueprints in your project, this could be a slow endeavor.
In the editor, you can access our automation tests from: Window->Developer Tools->Session Frontend->Automation. In the list, there should be a “Compile Blueprints” test and a listing for each Blueprint. You can also launch these from the command line I believe, so as to automate the process. A lot of people hook these tests up to their build machines. Errors will be reported if there were any compiler issues.
If you’d like to build a more scoped test for you own purposes, then you can find these tests outlined in BlueprintAutomationTests.cpp. Using those as a template, I am sure you can roll your own.
Hope this helps!
Ah, ok, this is exactly what I was looking for! I was searching in the Blueprints menu, didn’t think to check the Session Frontend. Thanks!