Hang on. I turned off my workaround and it still happens with 4.14.1. I’m pretty sure this is happening because the UnrealBuildTool needs to run every time to make sure the project is built. That means more than VS simply checking that the C++ code hasn’t changed. There should be a way for us to run the project without bothering with UBT but there isn’t AFAIK. In other words, my workaround is the only safe way to deal with it. You can tell VS to always run without building but then you will sometimes mistakenly run without compiling in your changes. If you do what I suggest, you have to cope with the time it takes UBT to realize everything is up to date, but it’s the best workaround IMO. (Edit) I updated my answer to reflect what’s in this comment.