Dear Friends at Epic,
I just started having this issue out of nowhere!
If I am compiling .cpp only, everything is normal.
But if I have to recompile .h files, now the entire engine wants to recompile itself.
I have tested this multiple times, and again, it just started happening recently after 4.1
I have tried multiple times to:
- Build Only Project, via right-clicking on my project inside of Games
- Build, after highlighting my project inside of Games
this is happening for me for two different projects now.
It never used to happen
buuut
it is taking me a reaaaallly long time to compile stuff now!
Help!
Rama
#Build Cs One
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class Solus : ModuleRules
{
public Solus(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
}
}
#Build CS Two
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class VictoryGame : ModuleRules
{
public VictoryGame(TargetInfo Target)
{
MinFilesUsingPrecompiledHeaderOverride = 1;
bFasterWithoutUnity = true;
//Private Paths
PrivateIncludePaths.AddRange(new string[] {
"VictoryGame/Private",
"VictoryGame/Private/Player",
"VictoryGame/Private/VictoryCore"
});
//Public
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine",
"RHI", "RenderCore", "ShaderCore",
"OnlineSubsystem", "OnlineSubsystemUtils"
});
//Private Module Dependencies
PrivateDependencyModuleNames.AddRange(new string[] { "InputCore", "HTTP", "AnimGraph", "BlueprintGraph" });// , "UnrealEd"}); //, "Slate" });
//Private Module Paths
PrivateIncludePathModuleNames.AddRange(new string[] { "MeshUtilities" });
//Dynamically Loaded Modules
DynamicallyLoadedModuleNames.AddRange(new string[] { "MeshUtilities" });
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//Online Subsystem Module by Platform
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Mac))
{
if (UEBuildConfiguration.bCompileSteamOSS == true)
{
DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
}
DynamicallyLoadedModuleNames.Add("OnlineSubsystemNull");
}
else if (Target.Platform == UnrealTargetPlatform.PS4)
{
DynamicallyLoadedModuleNames.Add("OnlineSubsystemPS4");
}
else if (Target.Platform == UnrealTargetPlatform.XboxOne)
{
DynamicallyLoadedModuleNames.Add("OnlineSubsystemLive");
}
}
}