I misunderstood. I don’t have any figures on setup times and compilation boosts for an avg. ue4 project, but I can say that when working on a project like ShooterGame (which yes, does have very inconvenient header setups for sure) you can notice a decent improvement on just adding one additional machine to compile. When you’re working on larger projects and many coders I cannot believe it would NOT be beneficial to have a shared pool of CPUs to constantly benefit from. Still, you are completely right on keeping headers clean and single machine compilation to a minimum (Epic is doing a great job with this since launch)