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

In regards to compile times with large teams:

  1. Separating game code into multiple game modules enables faster compilation - only the modules that change need to be recompiled.
  2. You are only compiling your own changes until you pull from the repo. Thus, you are in control of how often you have to recompile everyone elses changes.
  3. Prototyping in blueprints (or keeping certain features in blueprints) eliminates compilation.
  4. Something like IncrediBuild can distribute compilation load across all machines of the team.
  5. Buy fast multi-processer machines.