Well, it’s a bit different on my end
This Appdata cache (which imho should never have been designed to be generated inside Appdata in the first place, since the Engine is supporting custom install locations other than C, and Appdata is supposed to only be for light portable user and app settings but not actual content) is reaching 13Gb here, probably because of the various versions I’ve used. This right off the bat is awful design.
And then (assuming that this cache is supposed to take care of the post-launch/per-project “preparing of shaders”), I unfortunately can’t seem to find a way to properly tell the engine to use it as I am still getting some “Preparing shaders” wait time once some projects are opened. Or perhaps the path was correct, but the contents corrupted ? No way to know !
At this time here’s all I know :
- The compiled cache (that ships with the engine) seems to need to be linked in the first entry of the cache settings, like here :
This seems to consistently get rid of the shader compilation wait time on editor splash launch (when the Unreal logo and purple landscape image show up, before a project even opens up). But of course this setting won’t help anyone getting that compilation wait time anyways … since one needs to reach the editor in order to fill that up. Unless users are expected to know which .ini to tinker with in order to link it up, before even starting the engine for the first time ?
• The last two entries are still 100% mysterious to me (not in terms of what they are supposed to do, but in terms of how to fill them up) as I am still sometimes getting a “preparing of shaders” while a project is loading up. I suppose these caches are supposed to contain the compiled shader instructions specific to a project, but why would there ever be that many - almost as much as the engine itself ? If they are that important, then the engine should just gradually compile them for each project and put them all in common folder inside its install location, or inside a user-defined custom folder explicitly asked about in a popup when opening the editor or a specific project.
Could someone from Epic please clarify this once and for all ? There should never be a need for a 30+minutes wait when opening a project (even the most complex ones ever), and the docs should explain everything much more thoroughly.
And, if a content pack requires that many extra shader instructions to compile, then there should be an option to download the corresponding cache.
And even more importantly, all compilation wait times should be skippable with a button in order to be able to reach the editor settings.
What are the various meanings of the little cache icon on the bottom right of the editor anyways? Does it need to be green ? And when it is, what does that actually mean ?