Creating a cpp class or refreshing the project make 2600 module to rebuild

Hi,

I began a project with Unreal 5.1, when I create a cpp class with unreal OR if I add new files manually, the project re-compile a lot of module. I worked on some other unreal project on the past and I never faced this situation, do you know what I should look at to prevent those re-compilation?

Thanks !

I launch UE5.slf with Project Goud as a startup project

8>------ Début de la génération : Projet : Goud, Configuration : Development_Editor x64 ------
8>Using bundled DotNet SDK version: 6.0.302
8>Building UnrealBuildTool with Microsoft Visual Studio Community 2022...
8>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -Target="GoudEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild -2022
8>Log file: D:\Goud\UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt
8>Using 'git status' to determine working set for adaptive non-unity build (D:\Goud\UnrealEngine).
8>Creating makefile for GoudEditor (no existing makefile)
8>Parsing headers for GoudEditor
8>  Running Internal UnrealHeaderTool D:\Goud\UnrealEngine\Goud\Goud.uproject D:\Goud\UnrealEngine\Goud\Intermediate\Build\Win64\GoudEditor\Development\GoudEditor.uhtmanifest -WarningsAsErrors
8>Total of 0 written
8>Reflection code generated for GoudEditor in 2.4860955 seconds
8>Creating makefile for ShaderCompileWorker (no existing makefile)
8>Parsing headers for ShaderCompileWorker
8>  Running Internal UnrealHeaderTool ShaderCompileWorker D:\Goud\UnrealEngine\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker.uhtmanifest -WarningsAsErrors
8>Total of 0 written
8>Reflection code generated for ShaderCompileWorker in 0.0415862 seconds
8>Building GoudEditor and ShaderCompileWorker...
8>Using Visual Studio 2022 14.33.31631 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.33.31629) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
8>[Adaptive Build] Excluded from GameplayAbilities unity file: GameplayEffectAggregator.cpp
8>Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
8>  Executing up to 6 processes, one per physical core
8>  Requested 1.5 GB free memory per action, 3.17 GB available: limiting max parallel actions to 2
8>Building 2501 actions with 2 processes...
8>[1/2501] Link UnrealEditor-CoreUObject.lib
8>   Création de la bibliothèque ..\Intermediate\Build\Win64\UnrealEditor\Development\CoreUObject\UnrealEditor-CoreUObject.lib et de l'objet ..\Intermediate\Build\Win64\UnrealEditor\Development\CoreUObject\UnrealEditor-CoreUObject.exp
8>[2/2501] Compile Module.Engine.91_of_94.cpp
8>[3/2501] Compile Module.Engine.93_of_94.cpp
8>[4/2501] Compile Module.Engine.67_of_94.cpp