Brutally slow Material Editor

I’ve been checking online, and apparently the editor got slow after 4.1, but supposedly was fixed in 4.1.1. Well I have 4.6.1 and it takes over a minute for every tiny change in the editor to complete. It’s CONSTANTLY compiling shaders, usually around 150 to 300, even if I only have one simple-basic material I’m editing. It’s like it’s recompiling EVERY FLIPP’N MATERIAL IN THE GAME!

Try to turn of Async then it will work like in good old friend UDK

Where would I find that?

Which Async we should turn off?
the one available in the Project Setting in the Streaming, Physics OR in the Navigation Mesh?

Late Answer:
Material editor has buttons at the top which can be toggled on and off to tell it when to recompile the shaders to update your view of them while you’re editing or not.

Best practice: Create “master” materials with lots of parameter nodes. You lay out the logic for how it should generally work, and then save that (very slow), but then create material Instances which are basically instant to change, as you have the parameters to change things on them like which texture or how much noise to add, or panning speed, or texture coordinate scaling, etc. whatever you want, already programmed into the master shader.

Of course, there are hardware bottlenecks with the CPU (GPU executes and renders shaders, that have already been compiled, but CPU compiles them), RAM, etc. (mostly CPU), but doing the above with master materials and material instances will save you a LOT of time waiting to recompile when you just want to adjust a parameter or two and see how it looks.