When I build any proyect, even when I build a new project, the whole enigne rebuild each time.
Even I has tried to install a new Windows installation in a new computer that only holds the Unreal Engine, Visual Studio and Git and CMake tools, and GPU drivers installed. No games, no other apps.
If someone can tell me what I’m doing bad I would be very gratefull:
To install the engine I do:
Download the engine from github with “git clone” in the SSD drive.
Run the Setup.bat and GenerateProject.bat
Open the UE4.sln file
Select Buid > Build Solution (take almost 4-5 hours to complete.
To run the engine I try two ways:
Running from Visual Studio with Debug > Start Debugging
Open with double click the file at Engine/Binaries/Win64/UnrealEditor.exe
Then I wait to complete all shader compiles.
To run a existing project:
For example, to running the ShooterGame example, I first download it from Epic Games Launcher to SSD.
Generate Visual Studio Project Files clicking in the .uproject file
Open the solution and compile.
This recompile a big part of the engine.
When finish and the project it’s opened, I close it and delete the next folders in the project:
Binaries
Intermediate
Saved
.vs
*.sln
And then generate a visual studio solution again, open the sln again and build again:
This repeat the engine building that takes a lot of time (1 hour)
To run a new project:
Open Unreal Engine from .exe and from Visual Studio (both with the same result)
Create a new C++ project.
The new project takes 352 seconds in generate the new project (with a installed engine this takes no more than 1-2 minutes)
When finish, I run with Debug > Start Debugging
This takes around others 10 minutes to load DLLs
When open the project, I close it, and delete the sames folders that I did in “To run existing project”:
Generate again the solution and buld again: this takes others 30-60 minutes and the same process of DLLs.
How the people works with the engine when download from Github?
I followed the complete guide to install Visual Studio, including the install of Visual Assist, VS Unreal and the options in visual studio to not show some errors.
Thank so much
1 Like
After create a project and open it, I create a Character C++ class that takes more time than takes in installed engine version.
But… after change a boolean from true to false in the recent created class, VS throws this log and takes a looooong time to finish.
Any ideas why it builds over and over the engine?
1>------ Build started: Project: nDisplayLauncher, Configuration: Development Any CPU ------
2>------ Build started: Project: BuildAgent, Configuration: Development Any CPU ------
3>------ Skipped Build: Project: DatasmithRevit2019, Configuration: Development_Program x64 ------
3>Project not selected to build for this solution configuration
4>------ Skipped Build: Project: DatasmithRevit2020, Configuration: Development_Program x64 ------
4>Project not selected to build for this solution configuration
5>------ Build started: Project: DatasmithSDK, Configuration: Development_Program x64 ------
6>------ Skipped Build: Project: DatasmithSketchUp2017, Configuration: Development_Program x64 ------
6>Project not selected to build for this solution configuration
7>------ Skipped Build: Project: DatasmithSketchUp2018, Configuration: Development_Program x64 ------
7>Project not selected to build for this solution configuration
8>------ Skipped Build: Project: DatasmithSketchUp2019, Configuration: Development_Program x64 ------
8>Project not selected to build for this solution configuration
9>------ Skipped Build: Project: DatasmithSketchUp2020, Configuration: Development_Program x64 ------
9>Project not selected to build for this solution configuration
10>------ Build started: Project: HeadlessChaos, Configuration: Development_Program x64 ------
11>------ Build started: Project: LiveCodingConsole, Configuration: Development_Program x64 ------
12>------ Skipped Build: Project: DsymExporter, Configuration: Invalid Win32 ------
12>Project not selected to build for this solution configuration
13>------ Skipped Build: Project: UE4EditorServices, Configuration: Invalid Win32 ------
13>Project not selected to build for this solution configuration
14>------ Skipped Build: Project: UnrealAtoS, Configuration: Invalid Win32 ------
14>Project not selected to build for this solution configuration
15>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
16>------ Build started: Project: SlateViewer, Configuration: Development_Program x64 ------
17>------ Build started: Project: TestPAL, Configuration: Development_Program x64 ------
5>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
5>Creating makefile for DatasmithSDK (no existing makefile)
2> BuildAgent -> C:\SSD\UnrealEngine\Engine\Source\Programs\BuildAgent\bin\Development\BuildAgent.exe
18>------ Build started: Project: UnrealCEFSubProcess, Configuration: Development_Program x64 ------
1> nDisplayLauncher -> C:\SSD\UnrealEngine\Engine\Binaries\DotNET
DisplayLauncher.exe
19>------ Build started: Project: UnrealFileServer, Configuration: Development_Program x64 ------
5>Building DatasmithSDK…
5>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
5>Building 4 actions with 8 processes…
5> [1/4] DatasmithSDK.cpp
5> [2/4] DatasmithSDK.dll
5> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\DatasmithSDK.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\DatasmithSDK.exp
5> [3/4] DatasmithSDK.target
5> [4/4] Executing post build script (PostBuild-1.bat)
5> Copying C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation*.* to C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\Documentation
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\1.Welcome.md
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\2.SetUpYourProject.md
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\3.ExportToDatasmith.md
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\Third Party Software Notices.pdf
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\DatasmithSDK_config.txt
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\examples.dox
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\footer.txt
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\header.txt
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\run_doxygen.bat
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\styles.css
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\output\Datasmith SDK Documentation.html
5> C:\SSD\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\build\output\Datasmith SDK Documentation.zip
5> 12 File(s) copied
5> Copying C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public*.h to C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\Public
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithAnimationElements.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithAnimationSerializer.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithCore.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithDefinitions.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMaterialElements.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMaterialsUtils.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMesh.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithMeshUObject.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithSceneFactory.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithSceneXmlReader.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithSceneXmlWriter.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithTypes.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithUtils.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\DatasmithVariantElements.h
5> C:\SSD\UnrealEngine\Engine\Source\Runtime\Datasmith\DatasmithCore\Public\IDatasmithSceneElements.h
5> 15 File(s) copied
5> Copying C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public*.h to C:\SSD\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\Public
5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithExporterManager.h
5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithExportOptions.h
5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithLogger.h
5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithMeshExporter.h
5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithProgressManager.h
5> C:\SSD\UnrealEngine\Engine\Source\Developer\Datasmith\DatasmithExporter\Public\DatasmithSceneExporter.h
5> 6 File(s) copied
5>Total time in Parallel executor: 5.45 seconds
5>Total execution time: 24.70 seconds
20>------ Build started: Project: UnrealFrontend, Configuration: Development_Program x64 ------
10>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
10>Creating makefile for HeadlessChaos (no existing makefile)
10>Waiting for ‘git status’ command to complete
10>Building HeadlessChaos…
10>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
10>Building 8 actions with 8 processes…
10> [1/8] SharedPCH.Core.ShadowErrors.cpp
10> [2/8] ChaosCoreModule.cpp
10> [3/8] Module.Projects.cpp
10> [4/8] Module.ApplicationCore.cpp
10> [5/8] Module.Json.cpp
10> [6/8] Module.HeadlessChaos.cpp
10> [7/8] HeadlessChaos.exe
10> [8/8] HeadlessChaos.target
10>Total time in Parallel executor: 105.14 seconds
10>Total execution time: 133.45 seconds
21>------ Build started: Project: UnrealHeaderTool, Configuration: Development_Program x64 ------
11>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
11>Creating makefile for LiveCodingConsole (no existing makefile)
11>Waiting for ‘git status’ command to complete
11>Building LiveCodingConsole…
11>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
11>Building 7 actions with 8 processes…
11> [1/7] SharedPCH.Slate.ShadowErrors.cpp
11> [2/7] Module.EditorStyle.gen.cpp
11> [3/7] Module.EditorStyle.cpp
11> [4/7] Module.LiveCodingConsole.cpp
11> [5/7] Module.MessageLog.cpp
11> [6/7] LiveCodingConsole.exe
11> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\LiveCodingConsole.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\LiveCodingConsole.exp
11> [7/7] LiveCodingConsole.target
11>Total time in Parallel executor: 29.70 seconds
11>Total execution time: 166.00 seconds
22>------ Build started: Project: CrashReportClientEditor, Configuration: Development_Program x64 ------
15>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
15>Creating makefile for ShaderCompileWorker (no existing makefile)
15>Waiting for ‘git status’ command to complete
15>Target is up to date
15>Total execution time: 169.60 seconds
23>------ Build started: Project: UnrealLightmass, Configuration: Development_Program x64 ------
16>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
16>Creating makefile for SlateViewer (no existing makefile)
16>Waiting for ‘git status’ command to complete
16>Building SlateViewer…
16>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
16>Building 14 actions with 8 processes…
16> [1/14] SharedPCH.Slate.ShadowErrors.cpp
16> [2/14] Module.SourceCodeAccess.gen.cpp
16> [3/14] Module.SlateReflector.gen.cpp
16> [4/14] Module.SourceCodeAccess.cpp
16> [5/14] Module.WebBrowser.gen.cpp
16> [6/14] Module.EditorStyle.gen.cpp
16> [7/14] Module.SlateViewer.cpp
16> [8/14] Module.EditorStyle.cpp
16> [9/14] Module.WebBrowser.cpp
16> [10/14] Module.MessageLog.cpp
16> [11/14] Module.SlateReflector.cpp
16> [12/14] Module.AppFramework.cpp
16> [13/14] SlateViewer.exe
16> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\SlateViewer.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\SlateViewer.exp
16> [14/14] SlateViewer.target
16>Total time in Parallel executor: 83.89 seconds
16>Total execution time: 256.77 seconds
24>------ Build started: Project: UnrealMultiUserServer, Configuration: Development_Program x64 ------
17>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
17>Creating makefile for TestPAL (no existing makefile)
17>Waiting for ‘git status’ command to complete
17>Building TestPAL…
17>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
17>Building 8 actions with 8 processes…
17> [1/8] SharedPCH.Core.ShadowErrors.cpp
17> [2/8] Module.DirectoryWatcher.cpp
17> [3/8] Module.TestPAL.cpp
17> [4/8] Module.Projects.cpp
17> [5/8] Module.ApplicationCore.cpp
17> [6/8] Module.Json.cpp
17> [7/8] TestPAL.exe
17> [8/8] TestPAL.target
17>Total time in Parallel executor: 18.56 seconds
17>Total execution time: 278.55 seconds
25>------ Build started: Project: UnrealPak, Configuration: Development_Program x64 ------
18>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
18>Creating makefile for UnrealCEFSubProcess (no existing makefile)
18>Waiting for ‘git status’ command to complete
18>Building UnrealCEFSubProcess…
18>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
18>Building 8 actions with 8 processes…
18> [1/8] SharedPCH.Core.ShadowErrors.cpp
18> [2/8] CEF3Utils.cpp
18> [3/8] Module.UnrealCEFSubProcess.cpp
18> [4/8] Module.Projects.cpp
18> [5/8] Module.ApplicationCore.cpp
18> [6/8] Module.Json.cpp
18> [7/8] UnrealCEFSubProcess-Win64-Development.exe
18> [8/8] UnrealCEFSubProcess.target
18>Total time in Parallel executor: 20.18 seconds
18>Total execution time: 300.34 seconds
26>------ Build started: Project: UnrealRecoverySvc, Configuration: Development_Program x64 ------
19>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
19>Creating makefile for UnrealFileServer (no existing makefile)
19>Waiting for ‘git status’ command to complete
19>Target is up to date
19>Total execution time: 304.05 seconds
27>------ Build started: Project: UnrealVersionSelector, Configuration: Development_Program x64 ------
20>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
20>Creating makefile for UnrealFrontend (no existing makefile)
20>Waiting for ‘git status’ command to complete
20>Target is up to date
20>Total execution time: 291.90 seconds
28>------ Build started: Project: UnrealWatchdog, Configuration: Development_Program x64 ------
21>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
21>Creating makefile for UnrealHeaderTool (UnrealBuildTool.exe is newer)
21>Waiting for ‘git status’ command to complete
21>Target is up to date
21>Total execution time: 186.93 seconds
29>------ Build started: Project: BootstrapPackagedGame, Configuration: Development_Program x64 ------
22>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
22>Creating makefile for CrashReportClientEditor (no existing makefile)
22>Waiting for ‘git status’ command to complete
22>Building CrashReportClientEditor…
22>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
22>Building 1 action with 8 processes…
22> [1/1] CrashReportClientEditor.target
22>Total time in Parallel executor: 0.23 seconds
22>Total execution time: 157.85 seconds
30>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
23>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
23>Creating makefile for UnrealLightmass (no existing makefile)
23>Waiting for ‘git status’ command to complete
23>Target is up to date
23>Total execution time: 157.02 seconds
31>------ Build started: Project: MyProject, Configuration: Development_Editor x64 ------
24>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
24>Creating makefile for UnrealMultiUserServer (no existing makefile)
24>Waiting for ‘git status’ command to complete
24>Target is up to date
24>Total execution time: 73.09 seconds
32>------ Build started: Project: AutomationTool, Configuration: Development Any CPU ------
25>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
25>Creating makefile for UnrealPak (no existing makefile)
32> AutomationTool -> C:\SSD\UnrealEngine\Engine\Binaries\DotNET\AutomationTool.exe
33>------ Build started: Project: BenchmarkTool, Configuration: Development_Program x64 ------
25>Waiting for ‘git status’ command to complete
25>Building UnrealPak…
25>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
25>Building 4 actions with 8 processes…
25> [1/4] UnrealPak.cpp
25> [2/4] UnrealPak.lib
25> Creating library C:\SSD\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealPak\Development\UnrealPak.lib and object C:\SSD\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealPak\Development\UnrealPak.exp
25> [3/4] UnrealPak.exe
25> [4/4] UnrealPak.target
25>Total time in Parallel executor: 5.77 seconds
25>Total execution time: 60.49 seconds
34>------ Build started: Project: BlankProgram, Configuration: Development_Program x64 ------
26>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
26>Creating makefile for UnrealRecoverySvc (no existing makefile)
26>Waiting for ‘git status’ command to complete
26>Building UnrealRecoverySvc…
26>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
26>Building 16 actions with 8 processes…
26> [1/16] SharedPCH.CoreUObject.ShadowErrors.cpp
26> [2/16] Module.UdpMessaging.gen.cpp
26> [3/16] Module.Serialization.gen.cpp
26> [4/16] Module.Messaging.cpp
26> [5/16] Module.ConcertTransport.cpp
26> [6/16] Module.Concert.gen.cpp
26> [7/16] Module.Serialization.cpp
26> [8/16] Module.ConcertTransport.gen.cpp
26> [9/16] UnrealRecoverySvc.cpp
26> [10/16] Module.ConcertSyncCore.gen.cpp
26> [11/16] Module.CncrtSyncSvr.cpp
26> [12/16] Module.UdpMessaging.cpp
26> [13/16] Module.ConcertSyncCore.cpp
26> [14/16] Module.Concert.cpp
26> [15/16] UnrealRecoverySvc.exe
26> [16/16] UnrealRecoverySvc.target
26>Total time in Parallel executor: 30.85 seconds
26>Total execution time: 71.55 seconds
35>------ Build started: Project: BuildPatchTool, Configuration: Development_Program x64 ------
27>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
27>Creating makefile for UnrealVersionSelector (no existing makefile)
27>Waiting for ‘git status’ command to complete
27>Building UnrealVersionSelector…
27>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
27>Building 8 actions with 8 processes…
27> [1/8] SharedPCH.Core.ShadowErrors.cpp
27> [2/8] Module.UnrealVersionSelector.cpp
27> [3/8] Module.Projects.cpp
27> [4/8] Module.DesktopPlatform.cpp
27> [5/8] Module.ApplicationCore.cpp
27> [6/8] Module.Json.cpp
27> [7/8] UnrealVersionSelector.exe
27> [8/8] UnrealVersionSelector.target
27>Total time in Parallel executor: 18.78 seconds
27>Total execution time: 88.46 seconds
36>------ Build started: Project: CrashReportClient, Configuration: Development_Program x64 ------
28>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
28>Creating makefile for UnrealWatchdog (no existing makefile)
28>Waiting for ‘git status’ command to complete
28>Building UnrealWatchdog…
28>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
28>Building 12 actions with 8 processes…
28> [1/12] SharedPCH.Core.ShadowErrors.cpp
28> [2/12] Analytics.cpp
28> [3/12] Module.SSL.cpp
28> [4/12] Module.AnalyticsET.cpp
28> [5/12] Module.Sockets.cpp
28> [6/12] Module.Projects.cpp
28> [7/12] Module.HTTP.cpp
28> [8/12] Module.UnrealWatchdog.cpp
28> [9/12] Module.ApplicationCore.cpp
28> [10/12] Module.Json.cpp
28> [11/12] UnrealWatchdog-Win64-Development.exe
28> [12/12] UnrealWatchdog.target
28>Total time in Parallel executor: 20.50 seconds
28>Total execution time: 105.12 seconds
37>------ Build started: Project: DatasmithCADWorker, Configuration: Development_Program x64 ------
29>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
29>Creating makefile for BootstrapPackagedGame (no existing makefile)
29>Building BootstrapPackagedGame…
29>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
29>Building 3 actions with 8 processes…
29> [1/3] BootstrapPackagedGame.cpp
29> [2/3] BootstrapPackagedGame.exe
29> [3/3] BootstrapPackagedGame.target
29>Total time in Parallel executor: 1.95 seconds
29>Total execution time: 105.53 seconds
38>------ Skipped Build: Project: DatasmithFacadeCSharp, Configuration: Development_Program x64 ------
38>Project not selected to build for this solution configuration
39>------ Skipped Build: Project: DatasmithMax2016, Configuration: Development_Program x64 ------
39>Project not selected to build for this solution configuration
40>------ Skipped Build: Project: DatasmithMax2017, Configuration: Development_Program x64 ------
40>Project not selected to build for this solution configuration
41>------ Skipped Build: Project: DatasmithMax2018, Configuration: Development_Program x64 ------
41>Project not selected to build for this solution configuration
42>------ Skipped Build: Project: DatasmithMax2019, Configuration: Development_Program x64 ------
42>Project not selected to build for this solution configuration
43>------ Skipped Build: Project: DatasmithMax2020, Configuration: Development_Program x64 ------
43>Project not selected to build for this solution configuration
30>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
44>------ Skipped Build: Project: DatasmithMax2021, Configuration: Development_Program x64 ------
44>Project not selected to build for this solution configuration
30>Creating makefile for UE4Editor (no existing makefile)
45>------ Build started: Project: UnrealInsights, Configuration: Development_Program x64 ------
30>Building UE4Editor and ShaderCompileWorker…
30>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
30>Building 1 action with 8 processes…
30> [1/1] UE4Editor.target
30>Total time in Parallel executor: 2.14 seconds
30>Total execution time: 169.38 seconds
31>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
46>------ Skipped Build: Project: DatasmithRevit2018, Configuration: Development_Program x64 ------
46>Project not selected to build for this solution configuration
31>Creating makefile for MyProjectEditor (UnrealBuildTool.exe is newer)
31>Building MyProjectEditor and ShaderCompileWorker…
31>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
31>Building 4 actions with 8 processes…
31> [1/4] MyCharacter.cpp
31> [2/4] UE4Editor-MyProject-0003.lib
31> Creating library C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.lib and object C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.exp
31> [3/4] UE4Editor-MyProject-0003.dll
31> Creating library C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.suppressed.lib and object C:\Users\abreu\Documents\Unreal Projects\MyProject\Intermediate\Build\Win64\UE4Editor\Development\MyProject\UE4Editor-MyProject-0003.suppressed.exp
31> [4/4] MyProjectEditor.target
31>Total time in Parallel executor: 14.28 seconds
31>Total execution time: 195.54 seconds
33>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
33>Creating makefile for BenchmarkTool (no existing makefile)
33>Waiting for ‘git status’ command to complete
33>Building BenchmarkTool…
33>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
33>Building 6 actions with 8 processes…
33> [1/6] SharedPCH.Core.ShadowErrors.cpp
33> [2/6] BenchmarkTool.cpp
33> [3/6] Module.Projects.cpp
33> [4/6] Module.Json.cpp
33> [5/6] BenchmarkTool.exe
33> [6/6] BenchmarkTool.target
33>Total time in Parallel executor: 14.44 seconds
33>Total execution time: 207.86 seconds
34>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
34>Creating makefile for BlankProgram (no existing makefile)
34>Waiting for ‘git status’ command to complete
34>Building BlankProgram…
34>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
34>Building 6 actions with 8 processes…
34> [1/6] SharedPCH.Core.ShadowErrors.cpp
34> [2/6] BlankProgram.cpp
34> [3/6] Module.Projects.cpp
34> [4/6] Module.Json.cpp
34> [5/6] BlankProgram.exe
34> [6/6] BlankProgram.target
34>Total time in Parallel executor: 14.11 seconds
34>Total execution time: 217.51 seconds
35>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
35>Creating makefile for BuildPatchTool (no existing makefile)
35>Building BuildPatchTool…
35>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
35>Building 35 actions with 8 processes…
35> [1/35] SharedPCH.CoreUObject.ShadowErrors.cpp
35> [2/35] Module.SlateCore.gen.cpp
35> [3/35] Module.BuildPatchTool.cpp
35> [4/35] Module.SlateCore.1_of_2.cpp
35> [5/35] Module.BuildPatchServices.1_of_3.cpp
35> [6/35] Module.Slate.1_of_5.cpp
35> [7/35] Module.BuildPatchServices.2_of_3.cpp
35> [8/35] Module.BuildPatchServices.3_of_3.cpp
35> [9/35] Module.Slate.gen.cpp
35> [10/35] Module.Slate.2_of_5.cpp
35> [11/35] Module.AutomationController.gen.cpp
35> [12/35] Module.AutomationController.cpp
35> [13/35] AutomationMessagesModule.cpp
35> [14/35] Module.NetworkFile.cpp
35> [15/35] Module.InputCore.gen.cpp
35> [16/35] AutomationMessages.init.gen.cpp
35> [17/35] Module.Slate.3_of_5.cpp
35> [18/35] Module.AutomationWorker.cpp
35> [19/35] Module.Messaging.cpp
35> [20/35] AutomationWorkerMessages.gen.cpp
35> [21/35] UnrealEdMessagesModule.cpp
35> [22/35] Module.JsonUtilities.gen.cpp
35> [23/35] Module.JsonUtilities.cpp
35> [24/35] Module.Slate.5_of_5.cpp
35> [25/35] AssetEditorMessages.gen.cpp
35> [26/35] FileServerMessages.gen.cpp
35> [27/35] Module.AssetRegistry.gen.cpp
35> [28/35] UnrealEdMessages.init.gen.cpp
35> [29/35] Module.BuildPatchServices.gen.cpp
35> [30/35] Module.Slate.4_of_5.cpp
35> [31/35] Module.InputCore.cpp
35> [32/35] Module.AssetRegistry.cpp
35> [33/35] Module.SlateCore.2_of_2.cpp
35> [34/35] BuildPatchTool-Win64-Development.exe
35> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\BuildPatchTool-Win64-Development.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\BuildPatchTool-Win64-Development.exp
35> [35/35] BuildPatchTool.target
35>Total time in Parallel executor: 118.90 seconds
35>Total execution time: 306.02 seconds
36>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
36>Creating makefile for CrashReportClient (no existing makefile)
36>Building CrashReportClient…
36>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
36>Building 9 actions with 8 processes…
36> [1/9] SharedPCH.Slate.ShadowErrors.cpp
36> [2/9] Module.EditorStyle.gen.cpp
36> [3/9] Module.SlateReflector.gen.cpp
36> [4/9] Module.EditorStyle.cpp
36> [5/9] Module.CrashReportClient.cpp
36> [6/9] Module.MessageLog.cpp
36> [7/9] Module.SlateReflector.cpp
36> [8/9] CrashReportClient-Win64-Development.exe
36> Creating library C:\SSD\UnrealEngine\Engine\Binaries\Win64\CrashReportClient-Win64-Development.lib and object C:\SSD\UnrealEngine\Engine\Binaries\Win64\CrashReportClient-Win64-Development.exp
36> [9/9] CrashReportClient.target
36>Total time in Parallel executor: 48.10 seconds
36>Total execution time: 337.84 seconds
37>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
37>Creating makefile for DatasmithCADWorker (no existing makefile)
37>Waiting for ‘git status’ command to complete
37>Building DatasmithCADWorker…
37>Using Visual Studio 2019 14.26.28806 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
37>Building 12 actions with 8 processes…
37> [1/12] SharedPCH.Core.ShadowErrors.cpp
37> [2/12] Module.CADTools.cpp
37> [3/12] Module.CADInterfaces.cpp
37> [4/12] Module.DatasmithDispatcher.cpp
37> [5/12] Module.MeshUtilitiesCommon.cpp
37> [6/12] Module.Sockets.cpp
37> [7/12] Module.DatasmithCADWorker.cpp
37> [8/12] Module.Projects.cpp
37> [9/12] Module.ApplicationCore.cpp
37> [10/12] Module.Json.cpp
37> [11/12] DatasmithCADWorker.exe
37> [12/12] DatasmithCADWorker.target
37>Total time in Parallel executor: 17.63 seconds
37>Total execution time: 334.47 seconds
45>Using ‘git status’ to determine working set for adaptive non-unity build (C:\SSD\UnrealEngine).
45>Creating makefile for UnrealInsights (no existing makefile)
45>Waiting for ‘git status’ command to complete
45>Target is up to date
45>Total execution time: 334.49 seconds
========== Build: 29 succeeded, 0 failed, 23 up-to-date, 17 skipped ==========
1 Like
I noticed a big improvement when build the project from UnrealVS instead build solution from Visual Studio, but still takes a very long times
How long does it take to compile one of the starter projects that comes with the unreal engine editor? Like the twin stick one or first person one when doing it 100% through the editor
In general, the first time I compile a project after switching engines is the slowest. After that it is fast and incremental. (About 20-60 seconds)
From your log it looks like its building all the engine binaries ( not sure why, but sometimes that happens for me , but only on the first build of the game project. After that, it should just have to compile your game dlls only).
Some tips…
After you create a project, right-click and select “Switch Engine” to your downloaded github engine.
After it generates solution, open file in VS.
Select the game project in VS in the left hand project navigator, then right-click and select “set startup project” (Sometimes this gets set back to UE4).
Make sure to set solution configuration to Development Editor, platform to Win64 ( if the toolbar dropdowns arent wide enough, you can make bigger - see https://docs.unrealengine.com/en-US/…tup/index.html to configure vs for ue4).
Also - I highly recommend enabling Live Coding. If your code change doesnt modify any headers, then just hit ctl-alt-f11. Takes me about 10-15 seconds to fully hot patch. This is a game changer for iterative stuff. To enable, in pie editor, drop down arrow next to Compile button and “Enable Live Coding”.
Hope that helps
1 Like
Creating the FPS Template to 4.25.1 from github with Visual Studio 2019 and Visual Assist X and UnrealVS extensions installed:
Opening .exe (instead opening from debugging in Visual Studio)
Create a new C++ project
Open VS solution:. [TABLE=“border: 1, cellpadding: 1, width: 500”]
Generate project:
19 seconds
Open Visual Studio
34 seconds
Updating IntelliSense (while VA Parsing)
13 minutes
Left time to finish VA Parsing
28 minutes
Build Startup Project (with UnrelVS)
UHT:
44 seconds
Idle time: The cpu are 100% but log dont say nothing
24 seconds
Build
18 seconds
Total time to 1º compile:
~45 minutes
During all process my computer are really bussy: [TABLE=“border: 1, cellpadding: 1, width: 500”]
CPU
100%
RAM
4.6/8.0GB
SSD Disk (where engine and project are located)
1~3%
Other disks
0%
GPU
2%
Other ways I compile the project:
If a build again, just after 1º compile are finished, the process takes: 6 seconds
If in [PROJECT_NAME]Character.cpp I change the line 26 from this:
BaseTurnRate = 45.f
to this:
BaseTurnRate = 0.f
Then the buld takes: **13 seconds**
Close and re-open solution, without alter any file: 5 seconds (+ Visual Studio loading, around 10 seconds)
Delete Binaries folder and re-open solution, forces to Visual Studio to VA Parsing again. Notice that while VA it’s parsing, the CPU are 100% bussy: ~30 minutes.
If delete the same Binaries folder again and open de .uproject file instead build from Visual Studio, then the process thakes around 6 second
Also I noticed that a difference from engine installed versión, when you generate a visual studio project for a project, inside .vs folder, unreal create a copy of a big part of the engine (around 1.6 GB of source files) I think this is the cause, along with Visual Assist and IntelliSense to take so long to compile.
But Visual Assist are recommended by Epic, so I suposse that the tool itself are not guilty.
Any idea how fix this?
OptimisticMonkey:
In general, the first time I compile a project after switching engines is the slowest. After that it is fast and incremental. (About 20-60 seconds)
From your log it looks like its building all the engine binaries ( not sure why, but sometimes that happens for me , but only on the first build of the game project. After that, it should just have to compile your game dlls only).
Some tips…
After you create a project, right-click and select “Switch Engine” to your downloaded github engine.
After it generates solution, open file in VS.
Select the game project in VS in the left hand project navigator, then right-click and select “set startup project” (Sometimes this gets set back to UE4).
Make sure to set solution configuration to Development Editor, platform to Win64 ( if the toolbar dropdowns arent wide enough, you can make bigger - see https://docs.unrealengine.com/en-US/…tup/index.html to configure vs for ue4).
Also - I highly recommend enabling Live Coding. If your code change doesnt modify any headers, then just hit ctl-alt-f11. Takes me about 10-15 seconds to fully hot patch. This is a game changer for iterative stuff. To enable, in pie editor, drop down arrow next to Compile button and “Enable Live Coding”.
Hope that helps
Thank you for the tips I noticed that building a solution force to finding across al projects of UE4, plus mine. But buidling the project (I used the UnrealVS) increment the compile, but as su can see in my previous post, seems that Visual Assist increments the time, I’m not very sure