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Compiling Shaders each time Editor Starts

Each time I start the editor it recompiles the shaders.

To start the editor I run the following as per the manual Command-Line Arguments | Unreal Engine Documentation

G:\UDK\UE_4.15\Engine\Binaries\Win64\UE4Editor.exe “G:\UE4 Projects\sixthsense\sixthsense\sixthsense.uproject” -SharedDataCachePath=G:\UE4 Projects\sixthsense\sixthsense\DerivedDataCache

I also updated the games defaultengine.ini with the following:

[InstalledDerivedDataBackendGraph]
Boot=(Type=Boot, Filename=”%GAMEDIR%DerivedDataCache/Boot.ddc”, MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=”%GAMEDIR%DerivedDataCache”)

I also updated the BaseEngine.ini as per the following:

[DerivedDataBackendGraph]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=Pak, Inner=EnginePak, Inner=Local, Inner=Shared)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=…/…/…/Engine/DerivedDataCache, EnvPathOverride=UE-LocalDataCachePath)
Shared=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=10, FoldersToClean=10, MaxFileChecksPerSec=1, Path=?EpicDDC, EnvPathOverride=UE-SharedDataCachePath)
AltShared=(Type=FileSystem, ReadOnly=true, Clean=false, Flush=false, DeleteUnused=true, UnusedFileAge=23, FoldersToClean=10, MaxFileChecksPerSec=1, Path=?EpicDDC2, EnvPathOverride=UE-SharedDataCachePath2)
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
EnginePak=(Type=ReadPak, Filename=…/…/…/Engine/DerivedDataCache/DDC.ddp)

Any ideas why it updates the shaders each time?

1 Like

Same issue here.
UE 4.27.0 from source code.