The stems from a really old change (CL 2948683) to fix [Link Removed].
Compiling ObjectA will call RefreshExternalBlueprintDependencyNodes on its dependent BP,
ObjectB_ReferencesA, which reconstructs the nodes. After this call, we remove the dirty flag from ObjectB_ReferencesA. This is why ObjectB_ReferencesA is not marked for dirty.
Additionally, ObjectB_ReferencesA is recompiled because its a dependent BP of ObjectA. After compilation, ObjectC_UsesClassDefaultsB is notified via the OnBlueprintCompiledDelegate delegate. The delegate reconstructs the GetClassDefaults, which dirties the package.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
Teleporter in the Creative Hub is Locked and cannot be accessed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-196326 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Target Fix | 5.6 |
Fix Commit | 37311308 |
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Created | Sep 22, 2023 |
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Resolved | Oct 21, 2024 |
Updated | Nov 5, 2024 |