Oh, makes sense.
I assume someone at Epic would know better about all of that - especially if they coded it.
However as far as usability goes it’s definitely something they should look into - particularly with the latest updates to the landscape causing so many shaders to compile. Which as far as I can tell is the same within the preview…
While I don’t know what serialize does (I’m stuck compiling shaders obviously). I would think there would be no need to call the function when no actual changes to the material occur - like in this case adding a description to a material function.
the HLSL doesn’t seem reflect the function description or what category it is filed under within the editor.
Another similar issue is when you move something’s position within the editor - the material hasn’t in fact been changed.
The position of a node or adding a reroute doesn’t actually change any of the code that needs to be compiled and is entirely just the visual reference frame you can verify with a ctrl+c/ctrl+v
So, while this is how it currently works, I think there is obvious room for improvement…
Oh and, ditto on adding categories to scalar parameters. Yay for me, another 10k to compile.