Unable to start any projects due to apparent shader compilation bug

Hi, got frustrated after using open-source engines and tools (Babylonjs, ammojs, linux) for years, thought I’d make life easier and move to a more professional ecosystem. Whelp, I can’t even start a project.

I have a fresh install of 5.02, on a Windows 11 machine with a 5950x and a 3090. When I try to start a project, I get an incredibly slow “Compiling Shaders (7,000)…” progress message - it will take about a day at this rate. It only seems to be spinning up one thread.

At the suggestion of helpful forum members I have edited some relevant variables in UE_5.0\Engine\Config\BaseEngine.ini:

[DevOptions.Shaders]
; See FShaderCompilingManager for documentation on what these do
bAllowCompilingThroughWorkers=True
bAllowAsynchronousShaderCompiling=True
; Make sure we don’t starve loading threads
NumUnusedShaderCompilingThreads=3
; Make sure the game has enough cores available to maintain reasonable performance
NumUnusedShaderCompilingThreadsDuringGame=4
; Core count threshold. Below this amount will use NumUnusedShaderCompilingThreads. Above this threshold will use PercentageUnusedShaderCompilingThreads when determining the number of cores to reserve.
ShaderCompilerCoreCountThreshold=12
; Percentage of your available logical cores that will be reserved and NOT used for shader compilation
; 0 means use all your cores to compile Shaders
; 100 means use none of your cores to compile shaders (it will still use 1 core).
PercentageUnusedShaderCompilingThreads=0
; Batching multiple jobs to reduce file overhead, but not so many that latency of blocking compiles is hurt
MaxShaderJobBatchSize=10
bPromptToRetryFailedShaderCompiles=False
bLogJobCompletionTimes=False
; Only using 10ms of game thread time per frame to process async shader maps
ProcessGameThreadTargetTime=.01
; For regular machines, wait this many seconds before exiting an unused worker (float value)
WorkerTimeToLive=20
; For build machines, wait this many seconds before exiting an unused worker (float value)
BuildWorkerTimeToLive=1200
; Set process priority for ShaderCompileWorker (0 is normal)
WorkerProcessPriority=0

But this has had no effect, despite restarting, deleting projects and starting over, etc. I was really expecting a big-business-backed engine to you know… start. On a bog standard installation.

Anyone have any other ideas? Or is this a brick wall?

Related:

Might be worth checking if your disk usage is high because of another process, antivirus in particular. But the “compiling shaders” annoyance has been around since forever.

Nope, almost zero disk usage. I suppose that is the main issue; CPU, disk, RAM, and GPU utilisation are all extremely low during this process. So a very computationally intensive task (shader compilation) is massively under-utilising hardware. Seems like a significant bug to me.