# Roadmap for improvements for Multi-process cook task load balancing? 

**URL:** <https://forums.unrealengine.com/t/roadmap-for-improvements-for-multi-process-cook-task-load-balancing/2623802>\
**Category:** Programming & Scripting\
**Tags:** Cooking, unreal-engine, CPP, question\
**Created:** [July 30, 2025, 1:07pm UTC](https://forums.unrealengine.com/t/roadmap-for-improvements-for-multi-process-cook-task-load-balancing/2623802 "2025-07-30T13:07:56Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![achew-tnm1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@achew-tnm1](https://forums.unrealengine.com/u/achew-tnm1)\
**Post date:** [July 30, 2025, 1:07pm UTC](https://forums.unrealengine.com/t/roadmap-for-improvements-for-multi-process-cook-task-load-balancing/2623802/1 "2025-07-30T13:07:56Z")

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Hi,

I was wondering if there are any plans to improve the way multiprocess cook works in the near future? Two specific parts are

1. how package cooking tasks are load-balanced between workers? Specifically, it looks like `FCookGraphLoadBalancer` uses hard-coded save and load costs that aren’t representative for the packages. I haven’t dug through all of the code yet, but I’m not sure if it also tries to calculate or proxy a cooking cost for the asset to use as part of load balancing either.
2. supporting remote cook worker machines/processes? possibly using something like Incredibuild or HordeAgents, so these multiprocess cooks could reuse existing build/farm infra? i saw this post discussing some of these points, but it’s a year old:  
[https://epicprosupport.epicgames.com/s/question/0D5QP000006EDeg0AG/multiprocess-cook-force-a-uobject-to-use-a-specific-worker](https://epicprosupport.epicgames.com/s/question/0D5QP000006EDeg0AG/multiprocess-cook-force-a-uobject-to-use-a-specific-worker)

Thank you!
