For no particular obvious reason, my compiling takes a VERY long time.
Initial compile takes roughly 1.5 hours, okay, that’s long, but understandable. However, hot reloading a game module, which is basically the Blank C++ template with a single extra file, which has nothing more but a Test()
method in it which prints to the screen, takes 3 minutes, if I change the string alone!
I have an Intel i7 950, which is clocks at 2.8, but overclocks to 3.4. I have 6GB of RAM and speed of my HDD is okay (I have yet to try putting UE4 on my SSD, but I doubt fragmentation and whatnot on the current drive actually causes this).
You could say my system is somewhat mediocre, and I would agree, however, during the initial engine compilation I have been watching my resources and noticed my CPU/RAM RARELY reach their limits, CPU seems to idle more than it does anything when cl.exe is running (link.exe actually makes it spin up), the output seems to hang on Module.*.cpp files a lot for extended periods (5 minutes), while the system seemingly isn’t doing anything useful, as if it’s waiting. In most cases, the light of the HDD aren’t even blinking. (Using Visual Studio 2012, by the way, I also disabled my AV and FW for this, to make sure they don’t interfere).
This is a very weird issue and I would like to figure out the cause of this. Is there someone with similar specs, what are your results?
Log of the compile that just finished:
2> -------- End Detailed Actions Stats -----------------------------------------------------------
2> Cumulative action seconds (8 processors): 0,00 building projects, 17339,22 compiling, 0,00 creating app bundles, 0,00 generating debug info, 4196,52 linking, 0,00 other
2> UBT execution time: 5510,00 seconds