Unfortunately, ProcessorCountMultiplier in BuildConfiguration.xml doesn’t seem to be effectively re-enabling hyperthreading on my CPU, or in any case CPU usage seems to be getting limited at around 20-40% capacity, with no build-time improvements from any permutations of said parameters in BuildConfiguration.xml in my situation
Intel(R) Core™ i7-6700 CPU @ 3.40GHz (Cores: 4, Logical processors: 8)
Example:
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<BuildConfiguration>
<MaxParallelActions>16</MaxParallelActions>
</BuildConfiguration>
<ParallelExecutor>
<MaxProcessorCount>16</MaxProcessorCount>
<ProcessorCountMultiplier>8.0</ProcessorCountMultiplier>
<MemoryPerActionBytes>512000000</MemoryPerActionBytes>
</ParallelExecutor>
</Configuration>
Although the OP in this post also mentions an increase in build time per action, so it’s difficult to separate these factors and determine how much of this is simply due to an increase in engine bloat.
(Again, I was building “4 actions with 8 processes” in UE4, and the most I can get in UE5 is “4 actions with 4 processes,” assuming this actually means anything)