Increasing the Cores for BuildTool

Hi guys

I remember seeing a while back about changing the ammount of cores used for Building and Compiling Shaders etc…

It was an XML file named “BuildConfiguration” in “C:\Program Files\Unreal Engine\4.5\Engine\Programs\UnrealBuildTool”

I changed the number of cores used from 1 to 2 and save the file, then set it as “read only” again, however upon launching the engine it returns the value in the XML to 1 again… How can i get around this?


I don’t get it. Unreal Build Tool starts one compiler thread for each core here, and I have 8. I have never modified any XML files to achieve this.
You can even see the number of C/C++ compiler process for each core in the process manager…

What is there not to get? I have 4 cores and only 1 is being used by the engines “Build” tool :slight_smile: There was a post a while back about how you could change the ammount of Cores used, (which by the way is 1 by default) in the “BuildConfiguration.xml”

Someone said you could increase the number of workers to your desired value (depending on how many cores you have) but i cant do it as when i change the Value and save the .XML file, the engine sets it back to its default of 1 !

Simples, Comprende ? That was the thread, but the technique doesnt work for me as Described twice…

There are three files at least, that control UBT’s use of cores.

The one I use so that every built of UE4, the launcher versions and the github versions, use all cores is:

C:/Users/[your user name here]/AppData/Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml

…with contents:

<?xml version="1.0" encoding="utf-8"?>
<Configuration xmlns="">

You should check if your cores are parked. I have, as said previously, full core use out of the box… That was the part I didn’t get: You want to activate cores in some ini, while for me, they are active by default. Even for me with a non-standard setup of 2 CPUs… :slight_smile: