[Adaptive Build] Excluded from Survive unity file: SaveLoadData.cpp

Good afternoon, there is a problem, when adding a new file, no matter how, the assembly is not correct, almost all files are no longer collected, instead of 61, 7 or 8 are collected , here are the logs, until I myself understand why I cannot add a new file to the project.
UnrealBuildTool.rar (45.6 KB)

Even after “Generate Visual Studio project files” there is no change

Rebuild started...
1>------ Skipped Rebuild All: Project: UE5, Configuration: BuiltWithUnrealBuildTool Win64 ------
1>Project not selected to build for this solution configuration 
2>------ Rebuild All started: Project: Survive, Configuration: DebugGame_Editor x64 ------
2>Cleaning SurviveEditor and UnrealHeaderTool binaries...
2>Using bundled DotNet SDK
2>Log file: C:\Users\O.Buzhenko\AppData\Local\UnrealBuildTool\Log.txt
2>Using 'git status' to determine working set for adaptive non-unity build (E:\Doc\GitHub\Survive).
2>Creating makefile for SurviveEditor (no existing makefile)
2>Parsing headers for SurviveEditor
2>  Running UnrealHeaderTool "E:\Doc\GitHub\Survive\Survive\Survive.uproject" "E:\Doc\GitHub\Survive\Survive\Intermediate\Build\Win64\SurviveEditor\DebugGame\SurviveEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\O.Buzhenko\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
2>Reflection code generated for SurviveEditor in 1,1021114 seconds
2>Building SurviveEditor...
2>Using Visual Studio 2019 14.29.30145 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
2>Determining max actions to execute in parallel (8 physical cores, 16 logical cores)
2>  Executing up to 8 processes, one per physical core
2>Building 7 actions with 7 processes...
2>[1/7] Resource Default.rc2
2>[2/7] Compile SharedPCH.Engine.NonOptimized.ShadowErrors.cpp
2>[3/7] Compile Module.Survive.gen.cpp
2>[4/7] Compile Module.Survive.cpp
2>[5/7] Link UnrealEditor-Survive-Win64-DebugGame.lib
2>   Creating library E:\Doc\GitHub\Survive\Survive\Intermediate\Build\Win64\UnrealEditor\DebugGame\Survive\UnrealEditor-Survive-Win64-DebugGame.lib and object E:\Doc\GitHub\Survive\Survive\Intermediate\Build\Win64\UnrealEditor\DebugGame\Survive\UnrealEditor-Survive-Win64-DebugGame.exp
2>[6/7] Link UnrealEditor-Survive-Win64-DebugGame.dll
2>   Creating library E:\Doc\GitHub\Survive\Survive\Intermediate\Build\Win64\UnrealEditor\DebugGame\Survive\UnrealEditor-Survive-Win64-DebugGame.suppressed.lib and object E:\Doc\GitHub\Survive\Survive\Intermediate\Build\Win64\UnrealEditor\DebugGame\Survive\UnrealEditor-Survive-Win64-DebugGame.suppressed.exp
2>[7/7] WriteMetadata SurviveEditor-Win64-DebugGame.target
2>Total time in Parallel executor: 41,14 seconds
2>Total execution time: 43,68 seconds
========== Rebuild All: 1 succeeded, 0 failed, 1 skipped ==========

It turns out that this is a built-in feature, when there are a large number of files, then only those affected by the change will be collected.