Bottleneck when building blueprints

I think I found the problem, apparently the packaging process is not Multi-thread as you can read here, so the bottleneck is in the software.

Today I tried to build again for oculus after I read this and I noticed that it uses 100% of the CPU only for a short period, and it’s kinda disappointing!

Apparently multithreading works for compiling C++ code, Shaders and Lights but not while cooking a build.

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