That scared me. I followed official document, to see if I can get a taste of latest dev version. Fork the master branch, compile with vs2015, developmentEditor+win64, then it took 60g space, and growing.
Is that normal? I don have much exp compiling ue4 engine src. Thanks
log shows tons of these:
4>E:\github repo\UnrealEngine\Engine\Source\Runtime\Renderer\Private\PostProcess\SceneFilterRendering.cpp : fatal error C1085: Cannot write compiler generated file: ‘E:\github repo\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\Renderer\SceneFilterRendering.cpp.obj’: No space left on device
Yes this is normal ue4 massive, building it generate lot or object files for each individual cpp file as well as symbol files (PDB files) which is file that maps code to CPU machine code that compiler generates, which allows debugging later on. But once this done things should not grow, you will need to keep those files because 1.They needed for linking process, It will cause engine to rebuild even in your C++ project 2.They are needed for debugging, without debugger will have no idea where crash happened etc. if it happened in engine code. If you building from source makes sure to build Debug insted of Devlopment build (make sure to clean DEvlopment build first as it will compile from 0 on the side if you don’t that and will double the size of those forders) as it makes Debugging more functional without you might have wierd values on varables shown during debugging.
Also “Fork the master branch” step is not needed if oyu don’t plan to edit engine source code and submit changes to UE4 repo, if oyu just want to get source oyu can directly clone from UE4 repo. Also “master” branch contains latest changes, they might be buggy and unstable there is not quarranty that it gonna build and work properly… or else you really want to play with latest things. You should use “relese” branch if you want to get the same version of engine that is currently stable and distributed in laucher