I’m new to working on Engine source code, trying to expand the FABRIK anim node to accept a list of angle constraints ( it doesn’t so far ). I have installed and compiled the Engine, and it seems to be working, but my workflow is really slow. What is the best solution configuration in VS2013 to only compile the classes I have changed, and then the fastest way to open the engine? So far I am using the “Development Editor” as it says on the readme , but it always seems to compile every class, which takes over half an hour.
Please point me in the right direction! : )
PS: What seems to be the fastest way to then compile? Rebuilding, or just build?
The first time the editor is compiled after generating the source code files you do want to be in Development Editor as the readme says. This initial build will build the entire engine. After the first time the engine is built, anytime you change something about a file you simply need to “Build” to compile only the changes since the last time build. Doing a Rebuild will instead build the entire engine over again.
And take a look at https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/Configuration/index.html, if you change things it might be better to turn unity build off and fast iteration on, though then your first full build will take quite a while longer. If you change general headers that get included all around the tree, it will nevertheless rebuild all sources under the sun.