Material Editor 2.0

Anothr nice thing to have:

An option to temporarily disable shader compilation.

Sometimes I have a really broken material graph. Currently Im fixing one for this guy. This is a good example where I would need it.
https://forums.unrealengine.com/showthread.php?68054-Wierd-Sampler-limit-issue-with-tesselation-on-landscape-material
It is easy to see that this graph will not be fixed by pulling a node or two. It needs extensive surgery and until then it will keep being broken. But still, everytime I (dis)connect a wire, rename a parameter, change its sort order, etc, the engine tries to recompile all the shaders.

I would love to be able to place ten nodes, connect a dozen wires and place/rename parameters without the engine even trying to compile after every mouseclick.
I disabled all realtime node previews etc. Still the engine is doing it. Or is this already possible?

How can I make the engine not be such a compilomaniac :confused: