Faster startup of Editor, or faster Blueprint compiling

When starting up the editor it currently compiles any blueprints referenced by the default map.

(removing references from the map does let the editor start faster, but this is foiled because the second you actually open or attempt to use any of these BP’s or play in editor, it runs the same horribly slow compilation process, stalling the editor)

As the game has grown, more and more BP’s are being referenced.

This is causing the Editor to take > 1 minute to start each time.

A little over 30 seconds is spent compiling the same BP’s, even if nothing has changed about them since the last time the editor was launched.

A couple of things seem to be wrong with the BP compiler:

  1. It recompiles the same BP many times, the exact # varies, but I see 3-4 times is not uncommon. Sometimes it is compiling the skeleton, and other times the bytecode, but then it will compile the skeleton again etc.
  2. The BP compiler is just plain slow. I see various BP’s taking anywhere from 20ms to over 1 second to compile. There are about 50 BP’s that take over 50ms each time they are compiled(which happens 3/4 times each).
  3. The entire startup process is running on a single thread:/

These compilation times seem unreasonably long. Compared this against LuaJIT, where extremely large files can be compiled in < 1 ms, and entire projects can be regenerated without a noticeable stall.

Q: is there anyway to cache the BP compilation, so that it doesn’t run for BP’s that have not changed since the last editor start?

Q: or any way to speed up the compiler?

Thanks

Hey! Did you get anywhere with this? Caching the compiled bytecode should be pretty possible as a quick fix. Turn around time with large projects are a pain…

Any news on this? I have BPs taking over 5s to compile causing the editor to take forever to do anything!

Done nothing about it, learned to live with the pain :confused:

oh my god!!!