Unreal engine 5 source code is a huge folder. In many cases it will hold more than 150Gb. That is too much for a laptop with a small SSD built in, so a network shared folder is a cheap ready-to-go alternative to store UE source.
But there is a problem with precompiled headers if you try to build from your network drive. Always results in C1085 when build *.pch files in Visual Studio 2022.
As example:
F:\Engine\Intermediate\Build\Win64\UnrealEditor\Development\Engine\SharedPCH.Engine.RTTI.ShadowErrors.cpp(2): fatal error C1085: No se puede escribir en el archivo encabezado precompilado: '..\Intermediate\Build\Win64\UnrealEditor\Development\Engine\SharedPCH.Engine.RTTI.ShadowErrors.h.pch': Recursos insuficientes en el sistema para completar el servicio solicitado.
Which results in some cancellations…
8>[1342/3579] Compile Module.ExrReaderGpu.cpp cancelled
8>[1343/3579] Compile Module.UnrealUSDWrapper.cpp cancelled
8>[1344/3579] Link UnrealEditor-UnrealUSDWrapper.lib cancelled
8>[1345/3579] Link UnrealEditor-ExrReaderGpu.lib cancelled
8>[1346/3579] Compile Module.EditorFramework.cpp
...
And build fails…
Building, and build again solves some of these C1085 errors, maybe in some point you can build the engine.
Looking for some info around the web I find no info about, only a ‘Sharing violation’ mention in Microsoft’s documentation and someone that has written down an answer like “big precompiled headers that are failing to be writed due networked file sharing limits that report an error and it’s prompted instead of handle it by chunking the file over the network” a Visual Studio problem he said.
Anyone have been facing the same situation and find a workaround for these insane C1085 errors?
Note: dont’ ask me for network settings, permissions, users, etc… If you know how get it working just share the answer, please.