Editor stuck at 39% for 15 Minutes, 4 Cores at full load, now after editor shows up, getting
Please, someone has an idea, why this happens? No changes to the project, just opening this one after some time to have a look at some of my blueprints. I have the impression, that the DDC gets deleted after some time (for some, but not all projects as it seems). OK, now have to wait another 30 minutes wasting energy…
Giving up this one, opening another project that has the same problem: this one had been opened 3 months ago, at that time, I did finish all compiles which did take more than half an hour. Today, same happens again… And I have set UnusedFileAge for DDC settings in defaultengine.ini to 365 days for this one, just in case contents get deleted.
Somehow, UE4 just forgets about existing shaders and goes for a complete recompile when opening existing projects. Not sure, how often a project needs to be opened, once every week? every month?? to avoid that?
Looks at leasst, like UE has some serious problem with shader management, also reading other posts on similar issues
My guess is aggressive compilation of content in the project’s folders, even when that content is not in any map (possibly due to some kind of bug). Which can be an issue every time the editor (rightfully) decides all the shaders (in the project) need to be recompiled.
If I understand correctly, this DDC can be reconfigured in UE5 to use ODSC instead, and that resolves this problem for me. Not sure it’s available in UE4 though.
Thanks for the answer. Good to know, that there are things going on in UE5. I will have a look for that. On the Roadmap it looks like this is something for 5.1 - but your links indicate, that is already is there.
Unfortunately, for my projects in UE4 - need to keep an eye on it, but opening one of the problem projects today, 4 days later - no issues. I’m quite sure, there’s some time limit after which an untouched project think, that all shaders need a recompile. Might be, my workaround can just be to reopen all of these projects in regular intervals every 2 weeks or so, just to keep them away from that. Still did not find the exact pattern behind that.
I’m not sure it’s a bug actually, more likely a really overly aggressive forward compilation. With ODSC instead, now when I open a folder for the first time, a handful of shaders get queued on the spot for compilation, as the Content Drawer has its display constructed little by little. So most likely most of the stuff that gets compiled in those 10K+ shaders is for this kind of display, or the displays when editing materials, maybe for each of the possible display shapes in there, etc.
I’m guessing the engine content is included in this operation. I don’t have time to test right now, but one thing you could do is to try and move any unused content out of the Engine\Content itself (as well as from your projects).