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Options used for a specific invication of the blueprint compiler
| Name | FKismetCompilerOptions |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/Blueprint.h |
| Include Path | #include "Engine/Blueprint.h" |
Syntax
struct FKismetCompilerOptions
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FKismetCompilerOptions() |
Engine/Blueprint.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsDuplicationInstigated | bool | Whether or not this compile is for a duplicated blueprint | Engine/Blueprint.h | |
| bRegenerateSkelton | bool | Whether to regenerate the skeleton first, when compiling on load we don't need to regenerate the skeleton. | Engine/Blueprint.h | |
| bReinstanceAndStubOnFailure | bool | Whether or not to reinstance and stub if the blueprint fails to compile | Engine/Blueprint.h | |
| bSaveIntermediateProducts | bool | Whether or not to save intermediate build products (temporary graphs and expanded macros) for debugging | Engine/Blueprint.h | |
| bSkipDefaultObjectValidation | bool | Whether or not to skip class default object validation | Engine/Blueprint.h | |
| bSkipFiBSearchMetaUpdate | bool | Whether or not to update Find-in-Blueprint search metadata | Engine/Blueprint.h | |
| bSkipNewVariableDefaultsDetection | bool | Whether or not to skip new variable defaults detection | Engine/Blueprint.h | |
| bUseDeltaSerializationDuringReinstancing | bool | Whether or not to use Delta Serialization when copying unrelated objects | Engine/Blueprint.h | |
| CompileType | EKismetCompileType::Type | The compile type to perform (full compile, skeleton pass only, etc) | Engine/Blueprint.h | |
| OutCppSourceCode | TSharedPtr< FString > | Engine/Blueprint.h | ||
| OutHeaderSourceCode | TSharedPtr< FString > | Engine/Blueprint.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DoesRequireBytecodeGeneration() |
Engine/Blueprint.h |