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Too long compile time

Is it ok compile one .cpp file about 10 minutes?

2>Using Visual Studio 2017 14.16.27038 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
2>Building 4 actions with 8 processes…
2> [1/4] Dungeon.cpp
2> [2/4] UE4Editor-IdleDungeons-Win64-DebugGame.lib
2> Creating library E:\UE4\IdleDungeons\Intermediate\Build\Win64\UE4Editor\DebugGame\IdleDungeons\UE4Editor-IdleDungeons-Win64-DebugGame.lib and object E:\UE4\IdleDungeons\Intermediate\Build\Win64\UE4Editor\DebugGame\IdleDungeons\UE4Editor-IdleDungeons-Win64-DebugGame.exp
2> [3/4] UE4Editor-IdleDungeons-Win64-DebugGame.dll
2> Creating library E:\UE4\IdleDungeons\Intermediate\Build\Win64\UE4Editor\DebugGame\IdleDungeons\UE4Editor-IdleDungeons-Win64-DebugGame.suppressed.lib and object E:\UE4\IdleDungeons\Intermediate\Build\Win64\UE4Editor\DebugGame\IdleDungeons\UE4Editor-IdleDungeons-Win64-DebugGame.suppressed.exp
2> [4/4] IdleDungeonsEditor-Win64-DebugGame.target
2>Total time in Parallel executor: 543.21 seconds
2>Total execution time: 543.95 seconds
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 1 skipped ==========

My system has following config
Intel i7 3770K
8GB RAM
GeForce970
Windows10
E drive is HDD (about 500Gb free)
Project set as “DebugGame Editor” configuration. But any configuration compiles too slow.
All UE4 and project are in the same drive (but I do not hear any disk activity and no tough activity for CPU, Network(?) and so on in process viewer)

I’ve returned back to trying something in UE and remember that in previous version compile was… just fine. Normal time.

Is it ok with 4.24 or I doing something wrong?

Thank you in advance

Depends how big your project is and how many references there are to that file. You can mitigate by “#includes in .cpp files, forward declares in .h files”. Also, the first compile of the day is usually long.

From experience though, once your project is non-trivial in size there is no way to get short compile times always.