Adding a custom shading model / Compile Engine

Hi, I am following this tutorial Unreal Engine 4 Rendering Part 6: Adding a new Shading Model | by Matt Hoffman | Medium becouse I want try to add a custom shading model (subsurface scattering).

I undestood that something like SSS cannot be done with the tool offered from the engine out of the box. Anyway I face two problems, and require some advice:

  1. the engine sources are more than 115GB (!!) and it takes two days (!!!) to compile. Are these times normal ? Compilations after the first are slow as well :frowning:
  2. Due the slow compilation times, I tried to modify and compile the engine sources that are accessible when you create a new project from the editor. In this way the compilation times seems a lot faster.
  3. Anyway, doing (2.), as soon as I try to modify the enum EMaterialShadingModel (EngineTypes.h) just adding a new element I got a compilation error: error C4430: “missing type specifier - int assumed. Note: C++ does not support default-int.”. Any hint ?

Thank you for any advice, :slight_smile:

Have you solved this problem? I have the same problem.

Also seeking for solution :frowning:

You need build Engine Source Code rather than Project code.