How do bigger projects deal with C++ compile times?

> Sometimes, the problem is just complex, inherently.

Right. I think we just said the same thing – it’s generally better (almost always so) to have well-written, relatively small units. Surely in this environment, you’re not likely to get your class sizes down to 60-80 lines (especially as Epic’s style standard is very heavy on line-breaks :smiley: ), especially not the ones that compose together a lot of other pieces, but I would say that it would be very very likely that if someone – particularly a professional – had a 10K line Pawn class, that their development processes are probably broken.

(to be fair, I don’t actually believe someone has a pawn that size, but someone upthread claimed it, i think they said 100K though)

In Unreal we compose things together by breaking them up into multiple classes, UObjects, Actors, or Components – in a “normal” structure, you’ll see that you have a PlayerController, and a Pawn, and one of those may have a reference to an InventoryManager, and then that has a reference to your Inventory items. If you have 10K lines that cannot be separated from each other on a basis like that, I’d really have to question that. FWIW, the composition of many things in Unreal could probably be improved by making more use of Components and less use of Actors. (although I really haven’t done any exploration in that vein, as i’ve been away for most of the last decade)

In any case, if you take a basically empty game, and you make a negligible change to an otherwise empty code unit, and it takes longer than a few seconds to rebuild in live update mode, then you’ve got a problem somewhere that is outside of Unreal.

If your specific code takes a very long time to build, whenever you make a change, then maybe you have some poor structuring.

> BTW: Is there any connection between eblade and UE3-UDK-UT: Blade[UG]

It me!