Hi Andrew,
We’re using 4.10.2 from the downloader. Nothing being done in code. The options I added to my DefaultEngine.ini (before Unreal for OSX converted that file to OSX rich text and I could read it) was:
[DerivedDataBackendGraph]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120,
Inner=AsyncPut)
AsyncPut=(Type=AsyncPut,
Inner=Hierarchy)
Hierarchy=(Type=Hierarchical,
Inner=Boot, Inner=Pak,
Inner=EnginePak, Inner=Local,
Inner=Shared) Boot=(Type=Boot,
Filename=%GAMEDIR%DerivedDataCache/Boot.ddc,
MaxCacheSize=256)
Local=(Type=FileSystem,
ReadOnly=false, Clean=false,
Flush=false, PurgeTransient=true,
DeleteUnused=true, UnusedFileAge=17,
FoldersToClean=-1, Path=MY LOCALLY
SAVED PROJECT
FOLDER/DerivedDataCache)
I never ran the command line because just adding this line helped.
As for the feature level switch, unfortunately because of hacky addition to my materials the feature level switch won’t help. I added a material function at the end of the materials to fake a post effect because we can’t make custom post effects for mobile (?!?!) in unreal. My p4 setup is very simple but I’ll have to supply the workspace info later. It’s as basic as you get - just a pointer to the project folder.