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Rebuild all engine each time I build any project. Very long times to make any minor change.

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    Rebuild all engine each time I build any project. Very long times to make any minor change.

    When I build any proyect, even when I build a new project, the whole enigne rebuild each time.
    Even I has tried to install a new Windows installation in a new computer that only holds the Unreal Engine, Visual Studio and Git and CMake tools, and GPU drivers installed. No games, no other apps.

    If someone can tell me what I'm doing bad I would be very gratefull:

    To install the engine I do:
    • Download the engine from github with "git clone" in the SSD drive.
    • Run the Setup.bat and GenerateProject.bat
    • Open the UE4.sln file
    • Select Buid > Build Solution (take almost 4-5 hours to complete.
    To run the engine I try two ways:
    1. Running from Visual Studio with Debug > Start Debugging
    2. Open with double click the file at Engine/Binaries/Win64/UnrealEditor.exe
    3. Then I wait to complete all shader compiles.

    To run a existing project:
    1. For example, to running the ShooterGame example, I first download it from Epic Games Launcher to SSD.
    2. Generate Visual Studio Project Files clicking in the .uproject file
    3. Open the solution and compile.
    4. This recompile a big part of the engine.
    5. When finish and the project it's opened, I close it and delete the next folders in the project:
      1. Binaries
      2. Intermediate
      3. Saved
      4. .vs
      5. *.sln
    6. And then generate a visual studio solution again, open the sln again and build again:
    7. This repeat the engine building that takes a lot of time (1 hour)
    To run a new project:
    1. Open Unreal Engine from .exe and from Visual Studio (both with the same result)
    2. Create a new C++ project.
    3. The new project takes 352 seconds in generate the new project (with a installed engine this takes no more than 1-2 minutes)
    4. When finish, I run with Debug > Start Debugging
    5. This takes around others 10 minutes to load DLLs
    6. When open the project, I close it, and delete the sames folders that I did in "To run existing project":
    7. Generate again the solution and buld again: this takes others 30-60 minutes and the same process of DLLs.
    How the people works with the engine when download from Github?

    I followed the complete guide to install Visual Studio, including the install of Visual Assist, VS Unreal and the options in visual studio to not show some errors.

    Thank so much


    Last edited by abreu20011; 06-08-2020, 09:41 AM.

    #2
    After create a project and open it, I create a Character C++ class that takes more time than takes in installed engine version.
    But... after change a boolean from true to false in the recent created class, VS throws this log and takes a looooong time to finish.

    Any ideas why it builds over and over the engine?


    1>------ Build started: Project: nDisplayLauncher, Configuration: Development Any CPU ------
    2>------ Build started: Project: BuildAgent, Configuration: Development Any CPU ------
    3>------ Skipped Build: Project: DatasmithRevit2019, Configuration: Development_Program x64 ------
    3>Project not selected to build for this solution configuration
    4>------ Skipped Build: Project: DatasmithRevit2020, Configuration: Development_Program x64 ------
    4>Project not selected to build for this solution configuration
    5>------ Build started: Project: DatasmithSDK, Configuration: Development_Program x64 ------
    6>------ Skipped Build: Project: DatasmithSketchUp2017, Configuration: Development_Program x64 ------
    6>Project not selected to build for this solution configuration
    7>------ Skipped Build: Project: DatasmithSketchUp2018, Configuration: Development_Program x64 ------
    7>Project not selected to build for this solution configuration
    8>------ Skipped Build: Project: DatasmithSketchUp2019, Configuration: Development_Program x64 ------
    8>Project not selected to build for this solution configuration
    9>------ Skipped Build: Project: DatasmithSketchUp2020, Configuration: Development_Program x64 ------
    9>Project not selected to build for this solution configuration
    10>------ Build started: Project: HeadlessChaos, Configuration: Development_Program x64 ------
    11>------ Build started: Project: LiveCodingConsole, Configuration: Development_Program x64 ------
    12>------ Skipped Build: Project: DsymExporter, Configuration: Invalid Win32 ------
    12>Project not selected to build for this solution configuration
    13>------ Skipped Build: Project: UE4EditorServices, Configuration: Invalid Win32 ------
    13>Project not selected to build for this solution configuration
    14>------ Skipped Build: Project: UnrealAtoS, Configuration: Invalid Win32 ------
    14>Project not selected to build for this solution configuration
    15>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
    16>------ Build started: Project: SlateViewer, Configuration: Development_Program x64 ------
    17>------ Build started: Project: TestPAL, Configuration: Development_Program x64 ------
    5>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    5>Creating makefile for DatasmithSDK (no existing makefile)
    2> BuildAgent -> C:\SSD\UnrealEngine\Engine\Source\Programs\BuildAgent\bin\Development\BuildAgent.exe
    18>------ Build started: Project: UnrealCEFSubProcess, Configuration: Development_Program x64 ------
    1> nDisplayLauncher -> C:\SSD\UnrealEngine\Engine\Binaries\DotNET\nDisplayLauncher.exe
    19>------ Build started: Project: UnrealFileServer, Configuration: Development_Program x64 ------
    5>Building DatasmithSDK...
    5>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    5>Building 4 actions with 8 processes...
    5> [1/4] DatasmithSDK.cpp
    5> [2/4] DatasmithSDK.dll
    5> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\DatasmithSDK.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\DatasmithSDK.exp
    5> [3/4] DatasmithSDK.target
    5> [4/4] Executing post build script (PostBuild-1.bat)
    5> Copying C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\*.* to C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\Documentation\
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\1.Welcome.md
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\2.SetUpYourProject.md
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\3.ExportToDatasmith.md
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\Third Party Software Notices.pdf
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\DatasmithSDK_config.txt
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\examples.dox
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\footer.txt
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\header.txt
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\run_doxygen.bat
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\styles.css
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\output\Datasmith SDK Documentation.html
    5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\output\Datasmith SDK Documentation.zip
    5> 12 File(s) copied
    5> Copying C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\*.h to C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\Public\
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithAnimationElements.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithAnimationSerializer.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithCore.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithDefinitions.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMaterialElements.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMaterialsUtils.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMesh.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMeshUObject.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithSceneFactory.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithSceneXmlReader.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithSceneXmlWriter.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithTypes.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithUtils.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithVariantElements.h
    5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\IDatasmithSceneElements.h
    5> 15 File(s) copied
    5> Copying C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\*.h to C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\Public\
    5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithExporterManager.h
    5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithExportOptions.h
    5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithLogger.h
    5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithMeshExporter.h
    5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithProgressManager.h
    5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithSceneExporter.h
    5> 6 File(s) copied
    5>Total time in Parallel executor: 5.45 seconds
    5>Total execution time: 24.70 seconds
    20>------ Build started: Project: UnrealFrontend, Configuration: Development_Program x64 ------
    10>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    10>Creating makefile for HeadlessChaos (no existing makefile)
    10>Waiting for 'git status' command to complete
    10>Building HeadlessChaos...
    10>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    10>Building 8 actions with 8 processes...
    10> [1/8] SharedPCH.Core.ShadowErrors.cpp
    10> [2/8] ChaosCoreModule.cpp
    10> [3/8] Module.Projects.cpp
    10> [4/8] Module.ApplicationCore.cpp
    10> [5/8] Module.Json.cpp
    10> [6/8] Module.HeadlessChaos.cpp
    10> [7/8] HeadlessChaos.exe
    10> [8/8] HeadlessChaos.target
    10>Total time in Parallel executor: 105.14 seconds
    10>Total execution time: 133.45 seconds
    21>------ Build started: Project: UnrealHeaderTool, Configuration: Development_Program x64 ------
    11>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    11>Creating makefile for LiveCodingConsole (no existing makefile)
    11>Waiting for 'git status' command to complete
    11>Building LiveCodingConsole...
    11>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    11>Building 7 actions with 8 processes...
    11> [1/7] SharedPCH.Slate.ShadowErrors.cpp
    11> [2/7] Module.EditorStyle.gen.cpp
    11> [3/7] Module.EditorStyle.cpp
    11> [4/7] Module.LiveCodingConsole.cpp
    11> [5/7] Module.MessageLog.cpp
    11> [6/7] LiveCodingConsole.exe
    11> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\LiveCodingConsole.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\LiveCodingConsole.exp
    11> [7/7] LiveCodingConsole.target
    11>Total time in Parallel executor: 29.70 seconds
    11>Total execution time: 166.00 seconds
    22>------ Build started: Project: CrashReportClientEditor, Configuration: Development_Program x64 ------
    15>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    15>Creating makefile for ShaderCompileWorker (no existing makefile)
    15>Waiting for 'git status' command to complete
    15>Target is up to date
    15>Total execution time: 169.60 seconds
    23>------ Build started: Project: UnrealLightmass, Configuration: Development_Program x64 ------
    16>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    16>Creating makefile for SlateViewer (no existing makefile)
    16>Waiting for 'git status' command to complete
    16>Building SlateViewer...
    16>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    16>Building 14 actions with 8 processes...
    16> [1/14] SharedPCH.Slate.ShadowErrors.cpp
    16> [2/14] Module.SourceCodeAccess.gen.cpp
    16> [3/14] Module.SlateReflector.gen.cpp
    16> [4/14] Module.SourceCodeAccess.cpp
    16> [5/14] Module.WebBrowser.gen.cpp
    16> [6/14] Module.EditorStyle.gen.cpp
    16> [7/14] Module.SlateViewer.cpp
    16> [8/14] Module.EditorStyle.cpp
    16> [9/14] Module.WebBrowser.cpp
    16> [10/14] Module.MessageLog.cpp
    16> [11/14] Module.SlateReflector.cpp
    16> [12/14] Module.AppFramework.cpp
    16> [13/14] SlateViewer.exe
    16> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\SlateViewer.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\SlateViewer.exp
    16> [14/14] SlateViewer.target
    16>Total time in Parallel executor: 83.89 seconds
    16>Total execution time: 256.77 seconds
    24>------ Build started: Project: UnrealMultiUserServer, Configuration: Development_Program x64 ------
    17>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    17>Creating makefile for TestPAL (no existing makefile)
    17>Waiting for 'git status' command to complete
    17>Building TestPAL...
    17>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    17>Building 8 actions with 8 processes...
    17> [1/8] SharedPCH.Core.ShadowErrors.cpp
    17> [2/8] Module.DirectoryWatcher.cpp
    17> [3/8] Module.TestPAL.cpp
    17> [4/8] Module.Projects.cpp
    17> [5/8] Module.ApplicationCore.cpp
    17> [6/8] Module.Json.cpp
    17> [7/8] TestPAL.exe
    17> [8/8] TestPAL.target
    17>Total time in Parallel executor: 18.56 seconds
    17>Total execution time: 278.55 seconds
    25>------ Build started: Project: UnrealPak, Configuration: Development_Program x64 ------
    18>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    18>Creating makefile for UnrealCEFSubProcess (no existing makefile)
    18>Waiting for 'git status' command to complete
    18>Building UnrealCEFSubProcess...
    18>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    18>Building 8 actions with 8 processes...
    18> [1/8] SharedPCH.Core.ShadowErrors.cpp
    18> [2/8] CEF3Utils.cpp
    18> [3/8] Module.UnrealCEFSubProcess.cpp
    18> [4/8] Module.Projects.cpp
    18> [5/8] Module.ApplicationCore.cpp
    18> [6/8] Module.Json.cpp
    18> [7/8] UnrealCEFSubProcess-Win64-Development.exe
    18> [8/8] UnrealCEFSubProcess.target
    18>Total time in Parallel executor: 20.18 seconds
    18>Total execution time: 300.34 seconds
    26>------ Build started: Project: UnrealRecoverySvc, Configuration: Development_Program x64 ------
    19>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    19>Creating makefile for UnrealFileServer (no existing makefile)
    19>Waiting for 'git status' command to complete
    19>Target is up to date
    19>Total execution time: 304.05 seconds
    27>------ Build started: Project: UnrealVersionSelector, Configuration: Development_Program x64 ------
    20>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    20>Creating makefile for UnrealFrontend (no existing makefile)
    20>Waiting for 'git status' command to complete
    20>Target is up to date
    20>Total execution time: 291.90 seconds
    28>------ Build started: Project: UnrealWatchdog, Configuration: Development_Program x64 ------
    21>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    21>Creating makefile for UnrealHeaderTool (UnrealBuildTool.exe is newer)
    21>Waiting for 'git status' command to complete
    21>Target is up to date
    21>Total execution time: 186.93 seconds
    29>------ Build started: Project: BootstrapPackagedGame, Configuration: Development_Program x64 ------
    22>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    22>Creating makefile for CrashReportClientEditor (no existing makefile)
    22>Waiting for 'git status' command to complete
    22>Building CrashReportClientEditor...
    22>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    22>Building 1 action with 8 processes...
    22> [1/1] CrashReportClientEditor.target
    22>Total time in Parallel executor: 0.23 seconds
    22>Total execution time: 157.85 seconds
    30>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
    23>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    23>Creating makefile for UnrealLightmass (no existing makefile)
    23>Waiting for 'git status' command to complete
    23>Target is up to date
    23>Total execution time: 157.02 seconds
    31>------ Build started: Project: MyProject, Configuration: Development_Editor x64 ------
    24>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    24>Creating makefile for UnrealMultiUserServer (no existing makefile)
    24>Waiting for 'git status' command to complete
    24>Target is up to date
    24>Total execution time: 73.09 seconds
    32>------ Build started: Project: AutomationTool, Configuration: Development Any CPU ------
    25>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    25>Creating makefile for UnrealPak (no existing makefile)
    32> AutomationTool -> C:\SSD\UnrealEngine\Engine\Binaries\DotNET\AutomationTool.exe
    33>------ Build started: Project: BenchmarkTool, Configuration: Development_Program x64 ------
    25>Waiting for 'git status' command to complete
    25>Building UnrealPak...
    25>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    25>Building 4 actions with 8 processes...
    25> [1/4] UnrealPak.cpp
    25> [2/4] UnrealPak.lib
    25> Creating library C:\SSD\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealPak\Development\UnrealPak.lib and object C:\SSD\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealPak\Development\UnrealPak.exp
    25> [3/4] UnrealPak.exe
    25> [4/4] UnrealPak.target
    25>Total time in Parallel executor: 5.77 seconds
    25>Total execution time: 60.49 seconds
    34>------ Build started: Project: BlankProgram, Configuration: Development_Program x64 ------
    26>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    26>Creating makefile for UnrealRecoverySvc (no existing makefile)
    26>Waiting for 'git status' command to complete
    26>Building UnrealRecoverySvc...
    26>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    26>Building 16 actions with 8 processes...
    26> [1/16] SharedPCH.CoreUObject.ShadowErrors.cpp
    26> [2/16] Module.UdpMessaging.gen.cpp
    26> [3/16] Module.Serialization.gen.cpp
    26> [4/16] Module.Messaging.cpp
    26> [5/16] Module.ConcertTransport.cpp
    26> [6/16] Module.Concert.gen.cpp
    26> [7/16] Module.Serialization.cpp
    26> [8/16] Module.ConcertTransport.gen.cpp
    26> [9/16] UnrealRecoverySvc.cpp
    26> [10/16] Module.ConcertSyncCore.gen.cpp
    26> [11/16] Module.CncrtSyncSvr.cpp
    26> [12/16] Module.UdpMessaging.cpp
    26> [13/16] Module.ConcertSyncCore.cpp
    26> [14/16] Module.Concert.cpp
    26> [15/16] UnrealRecoverySvc.exe
    26> [16/16] UnrealRecoverySvc.target
    26>Total time in Parallel executor: 30.85 seconds
    26>Total execution time: 71.55 seconds
    35>------ Build started: Project: BuildPatchTool, Configuration: Development_Program x64 ------
    27>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    27>Creating makefile for UnrealVersionSelector (no existing makefile)
    27>Waiting for 'git status' command to complete
    27>Building UnrealVersionSelector...
    27>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    27>Building 8 actions with 8 processes...
    27> [1/8] SharedPCH.Core.ShadowErrors.cpp
    27> [2/8] Module.UnrealVersionSelector.cpp
    27> [3/8] Module.Projects.cpp
    27> [4/8] Module.DesktopPlatform.cpp
    27> [5/8] Module.ApplicationCore.cpp
    27> [6/8] Module.Json.cpp
    27> [7/8] UnrealVersionSelector.exe
    27> [8/8] UnrealVersionSelector.target
    27>Total time in Parallel executor: 18.78 seconds
    27>Total execution time: 88.46 seconds
    36>------ Build started: Project: CrashReportClient, Configuration: Development_Program x64 ------
    28>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    28>Creating makefile for UnrealWatchdog (no existing makefile)
    28>Waiting for 'git status' command to complete
    28>Building UnrealWatchdog...
    28>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    28>Building 12 actions with 8 processes...
    28> [1/12] SharedPCH.Core.ShadowErrors.cpp
    28> [2/12] Analytics.cpp
    28> [3/12] Module.SSL.cpp
    28> [4/12] Module.AnalyticsET.cpp
    28> [5/12] Module.Sockets.cpp
    28> [6/12] Module.Projects.cpp
    28> [7/12] Module.HTTP.cpp
    28> [8/12] Module.UnrealWatchdog.cpp
    28> [9/12] Module.ApplicationCore.cpp
    28> [10/12] Module.Json.cpp
    28> [11/12] UnrealWatchdog-Win64-Development.exe
    28> [12/12] UnrealWatchdog.target
    28>Total time in Parallel executor: 20.50 seconds
    28>Total execution time: 105.12 seconds
    37>------ Build started: Project: DatasmithCADWorker, Configuration: Development_Program x64 ------
    29>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    29>Creating makefile for BootstrapPackagedGame (no existing makefile)
    29>Building BootstrapPackagedGame...
    29>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    29>Building 3 actions with 8 processes...
    29> [1/3] BootstrapPackagedGame.cpp
    29> [2/3] BootstrapPackagedGame.exe
    29> [3/3] BootstrapPackagedGame.target
    29>Total time in Parallel executor: 1.95 seconds
    29>Total execution time: 105.53 seconds
    38>------ Skipped Build: Project: DatasmithFacadeCSharp, Configuration: Development_Program x64 ------
    38>Project not selected to build for this solution configuration
    39>------ Skipped Build: Project: DatasmithMax2016, Configuration: Development_Program x64 ------
    39>Project not selected to build for this solution configuration
    40>------ Skipped Build: Project: DatasmithMax2017, Configuration: Development_Program x64 ------
    40>Project not selected to build for this solution configuration
    41>------ Skipped Build: Project: DatasmithMax2018, Configuration: Development_Program x64 ------
    41>Project not selected to build for this solution configuration
    42>------ Skipped Build: Project: DatasmithMax2019, Configuration: Development_Program x64 ------
    42>Project not selected to build for this solution configuration
    43>------ Skipped Build: Project: DatasmithMax2020, Configuration: Development_Program x64 ------
    43>Project not selected to build for this solution configuration
    30>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    44>------ Skipped Build: Project: DatasmithMax2021, Configuration: Development_Program x64 ------
    44>Project not selected to build for this solution configuration
    30>Creating makefile for UE4Editor (no existing makefile)
    45>------ Build started: Project: UnrealInsights, Configuration: Development_Program x64 ------
    30>Building UE4Editor and ShaderCompileWorker...
    30>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    30>Building 1 action with 8 processes...
    30> [1/1] UE4Editor.target
    30>Total time in Parallel executor: 2.14 seconds
    30>Total execution time: 169.38 seconds
    31>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    46>------ Skipped Build: Project: DatasmithRevit2018, Configuration: Development_Program x64 ------
    46>Project not selected to build for this solution configuration
    31>Creating makefile for MyProjectEditor (UnrealBuildTool.exe is newer)
    31>Building MyProjectEditor and ShaderCompileWorker...
    31>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    31>Building 4 actions with 8 processes...
    31> [1/4] MyCharacter.cpp
    31> [2/4] UE4Editor-MyProject-0003.lib
    31> Creating library C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.lib and object C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.exp
    31> [3/4] UE4Editor-MyProject-0003.dll
    31> Creating library C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.suppressed.lib and object C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.suppressed.exp
    31> [4/4] MyProjectEditor.target
    31>Total time in Parallel executor: 14.28 seconds
    31>Total execution time: 195.54 seconds
    33>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    33>Creating makefile for BenchmarkTool (no existing makefile)
    33>Waiting for 'git status' command to complete
    33>Building BenchmarkTool...
    33>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    33>Building 6 actions with 8 processes...
    33> [1/6] SharedPCH.Core.ShadowErrors.cpp
    33> [2/6] BenchmarkTool.cpp
    33> [3/6] Module.Projects.cpp
    33> [4/6] Module.Json.cpp
    33> [5/6] BenchmarkTool.exe
    33> [6/6] BenchmarkTool.target
    33>Total time in Parallel executor: 14.44 seconds
    33>Total execution time: 207.86 seconds
    34>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    34>Creating makefile for BlankProgram (no existing makefile)
    34>Waiting for 'git status' command to complete
    34>Building BlankProgram...
    34>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    34>Building 6 actions with 8 processes...
    34> [1/6] SharedPCH.Core.ShadowErrors.cpp
    34> [2/6] BlankProgram.cpp
    34> [3/6] Module.Projects.cpp
    34> [4/6] Module.Json.cpp
    34> [5/6] BlankProgram.exe
    34> [6/6] BlankProgram.target
    34>Total time in Parallel executor: 14.11 seconds
    34>Total execution time: 217.51 seconds
    35>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    35>Creating makefile for BuildPatchTool (no existing makefile)
    35>Building BuildPatchTool...
    35>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    35>Building 35 actions with 8 processes...
    35> [1/35] SharedPCH.CoreUObject.ShadowErrors.cpp
    35> [2/35] Module.SlateCore.gen.cpp
    35> [3/35] Module.BuildPatchTool.cpp
    35> [4/35] Module.SlateCore.1_of_2.cpp
    35> [5/35] Module.BuildPatchServices.1_of_3.cpp
    35> [6/35] Module.Slate.1_of_5.cpp
    35> [7/35] Module.BuildPatchServices.2_of_3.cpp
    35> [8/35] Module.BuildPatchServices.3_of_3.cpp
    35> [9/35] Module.Slate.gen.cpp
    35> [10/35] Module.Slate.2_of_5.cpp
    35> [11/35] Module.AutomationController.gen.cpp
    35> [12/35] Module.AutomationController.cpp
    35> [13/35] AutomationMessagesModule.cpp
    35> [14/35] Module.NetworkFile.cpp
    35> [15/35] Module.InputCore.gen.cpp
    35> [16/35] AutomationMessages.init.gen.cpp
    35> [17/35] Module.Slate.3_of_5.cpp
    35> [18/35] Module.AutomationWorker.cpp
    35> [19/35] Module.Messaging.cpp
    35> [20/35] AutomationWorkerMessages.gen.cpp
    35> [21/35] UnrealEdMessagesModule.cpp
    35> [22/35] Module.JsonUtilities.gen.cpp
    35> [23/35] Module.JsonUtilities.cpp
    35> [24/35] Module.Slate.5_of_5.cpp
    35> [25/35] AssetEditorMessages.gen.cpp
    35> [26/35] FileServerMessages.gen.cpp
    35> [27/35] Module.AssetRegistry.gen.cpp
    35> [28/35] UnrealEdMessages.init.gen.cpp
    35> [29/35] Module.BuildPatchServices.gen.cpp
    35> [30/35] Module.Slate.4_of_5.cpp
    35> [31/35] Module.InputCore.cpp
    35> [32/35] Module.AssetRegistry.cpp
    35> [33/35] Module.SlateCore.2_of_2.cpp
    35> [34/35] BuildPatchTool-Win64-Development.exe
    35> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\BuildPatchTool-Win64-Development.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\BuildPatchTool-Win64-Development.exp
    35> [35/35] BuildPatchTool.target
    35>Total time in Parallel executor: 118.90 seconds
    35>Total execution time: 306.02 seconds
    36>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    36>Creating makefile for CrashReportClient (no existing makefile)
    36>Building CrashReportClient...
    36>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    36>Building 9 actions with 8 processes...
    36> [1/9] SharedPCH.Slate.ShadowErrors.cpp
    36> [2/9] Module.EditorStyle.gen.cpp
    36> [3/9] Module.SlateReflector.gen.cpp
    36> [4/9] Module.EditorStyle.cpp
    36> [5/9] Module.CrashReportClient.cpp
    36> [6/9] Module.MessageLog.cpp
    36> [7/9] Module.SlateReflector.cpp
    36> [8/9] CrashReportClient-Win64-Development.exe
    36> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\CrashReportClient-Win64-Development.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\CrashReportClient-Win64-Development.exp
    36> [9/9] CrashReportClient.target
    36>Total time in Parallel executor: 48.10 seconds
    36>Total execution time: 337.84 seconds
    37>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    37>Creating makefile for DatasmithCADWorker (no existing makefile)
    37>Waiting for 'git status' command to complete
    37>Building DatasmithCADWorker...
    37>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
    37>Building 12 actions with 8 processes...
    37> [1/12] SharedPCH.Core.ShadowErrors.cpp
    37> [2/12] Module.CADTools.cpp
    37> [3/12] Module.CADInterfaces.cpp
    37> [4/12] Module.DatasmithDispatcher.cpp
    37> [5/12] Module.MeshUtilitiesCommon.cpp
    37> [6/12] Module.Sockets.cpp
    37> [7/12] Module.DatasmithCADWorker.cpp
    37> [8/12] Module.Projects.cpp
    37> [9/12] Module.ApplicationCore.cpp
    37> [10/12] Module.Json.cpp
    37> [11/12] DatasmithCADWorker.exe
    37> [12/12] DatasmithCADWorker.target
    37>Total time in Parallel executor: 17.63 seconds
    37>Total execution time: 334.47 seconds
    45>Using 'git status' to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
    45>Creating makefile for UnrealInsights (no existing makefile)
    45>Waiting for 'git status' command to complete
    45>Target is up to date
    45>Total execution time: 334.49 seconds
    ========== Build: 29 succeeded, 0 failed, 23 up-to-date, 17 skipped ==========

    Comment


      #3

      I noticed a big improvement when build the project from UnrealVS instead build solution from Visual Studio, but still takes a very long times
      Last edited by abreu20011; 06-08-2020, 07:54 PM.

      Comment


        #4
        How long does it take to compile one of the starter projects that comes with the unreal engine editor? Like the twin stick one or first person one when doing it 100% through the editor

        Comment


          #5
          In general, the first time I compile a project after switching engines is the slowest. After that it is fast and incremental. (About 20-60 seconds)

          From your log it looks like its building all the engine binaries ( not sure why, but sometimes that happens for me , but only on the first build of the game project. After that, it should just have to compile your game dlls only).

          Some tips...

          1) After you create a project, right-click and select "Switch Engine" to your downloaded github engine.
          2) After it generates solution, open file in VS.
          3) Select the game project in VS in the left hand project navigator, then right-click and select "set startup project" (Sometimes this gets set back to UE4).
          4) Make sure to set solution configuration to Development Editor, platform to Win64 ( if the toolbar dropdowns arent wide enough, you can make bigger - see https://docs.unrealengine.com/en-US/...tup/index.html to configure vs for ue4).

          Also - I highly recommend enabling Live Coding. If your code change doesnt modify any headers, then just hit ctl-alt-f11. Takes me about 10-15 seconds to fully hot patch. This is a game changer for iterative stuff. To enable, in pie editor, drop down arrow next to Compile button and "Enable Live Coding".

          Hope that helps
          Last edited by OptimisticMonkey; 06-09-2020, 09:16 AM.
          https://www.casualdistractiongames.com

          Comment


            #6
            Creating the FPS Template to 4.25.1 from github with Visual Studio 2019 and Visual Assist X and UnrealVS extensions installed:

            1. Opening .exe (instead opening from debugging in Visual Studio)
            2. Create a new C++ project
            3. Open VS solution:.
            Generate project: 19 seconds
            Open Visual Studio 34 seconds
            Updating IntelliSense (while VA Parsing) 13 minutes
            Left time to finish VA Parsing 28 minutes
            Build Startup Project (with UnrelVS)
            1. UHT: 44 seconds
            2. Idle time: The cpu are 100% but log dont say nothing 24 seconds
            3. Build 18 seconds
            Total time to 1º compile: ~45 minutes
            During all process my computer are really bussy:
            CPU 100%
            RAM 4.6/8.0GB
            SSD Disk (where engine and project are located) 1~3%
            Other disks 0%
            GPU 2%
            Other ways I compile the project:
            • If a build again, just after 1º compile are finished, the process takes: 6 seconds
            • If in [PROJECT_NAME]Character.cpp I change the line 26 from this:
              Code:
              BaseTurnRate = 45.f
              to this:
              Code:
              BaseTurnRate = 0.f
              Then the buld takes: 13 seconds
            • Close and re-open solution, without alter any file: 5 seconds (+ Visual Studio loading, around 10 seconds)
            • Delete Binaries folder and re-open solution, forces to Visual Studio to VA Parsing again. Notice that while VA it's parsing, the CPU are 100% bussy: ~30 minutes.
            • If delete the same Binaries folder again and open de .uproject file instead build from Visual Studio, then the process thakes around 6 second

            Also I noticed that a difference from engine installed versión, when you generate a visual studio project for a project, inside .vs folder, unreal create a copy of a big part of the engine (around 1.6 GB of source files) I think this is the cause, along with Visual Assist and IntelliSense to take so long to compile.

            But Visual Assist are recommended by Epic, so I suposse that the tool itself are not guilty.

            Any idea how fix this?




            Last edited by abreu20011; 06-09-2020, 08:48 PM.

            Comment


              #7
              Originally posted by OptimisticMonkey View Post
              In general, the first time I compile a project after switching engines is the slowest. After that it is fast and incremental. (About 20-60 seconds)

              From your log it looks like its building all the engine binaries ( not sure why, but sometimes that happens for me , but only on the first build of the game project. After that, it should just have to compile your game dlls only).

              Some tips...

              1) After you create a project, right-click and select "Switch Engine" to your downloaded github engine.
              2) After it generates solution, open file in VS.
              3) Select the game project in VS in the left hand project navigator, then right-click and select "set startup project" (Sometimes this gets set back to UE4).
              4) Make sure to set solution configuration to Development Editor, platform to Win64 ( if the toolbar dropdowns arent wide enough, you can make bigger - see https://docs.unrealengine.com/en-US/...tup/index.html to configure vs for ue4).

              Also - I highly recommend enabling Live Coding. If your code change doesnt modify any headers, then just hit ctl-alt-f11. Takes me about 10-15 seconds to fully hot patch. This is a game changer for iterative stuff. To enable, in pie editor, drop down arrow next to Compile button and "Enable Live Coding".

              Hope that helps
              Thank you for the tips I noticed that building a solution force to finding across al projects of UE4, plus mine. But buidling the project (I used the UnrealVS) increment the compile, but as su can see in my previous post, seems that Visual Assist increments the time, I'm not very sure

              Comment

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