Incredibuild fails to build when Unreal Engine is installed

I’d like to make use of Incredibuild, but I currently am unable to build with it installed. I have made no changes to Unreal Engine 4.9, nor to Visual Studio ( beyond installing Incredibuild )
I am able to compile just fine without Incredibuild installed, but as soon as I installed it, my builds fail with the following error:

Initializing…

Microsoft Visual Studio 2013 Version 12.0.40629.0.
Copyright (C) Microsoft Corp. All rights reserved.
1>------ Build started: Project: Game_Sample, Configuration: Development_Editor x64 ------
1>Build started 9/6/2015 12:03:48 AM.
1>Build:
1> Parsing headers for Game_SampleEditor
1> Running UnrealHeaderTool “C:\Users\Nakago\Perforce\warbands_MetalGear_Ray\Unreal\Game_Sample\Game_Sample.uproject” “C:\Users\Nakago\Perforce\warbands_MetalGear_Ray\Unreal\Game_Sample\Intermediate\Build\Win64\Game_SampleEditor\Development\UnrealHeaderTool.manifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -rocket -installed
1>Reflection code generated for Game_SampleEditor in 7.6460043 seconds
1>Fatal Error: A Xoreax distributed job cannot be started from within another distributed job.
1>
1>
1>ERROR: UBT ERROR: Failed to produce item: C:\Users\Nakago\Perforce\warbands_MetalGear_Ray\Unreal\Game_Sample\Binaries\Win64\UE4Editor-Game_Sample.dll
1>XGE execution time: 13.25 seconds
1>
1>Build succeeded.
1>
1>Time Elapsed 00:00:13.49
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========

I may have my own answer, though it seems a bit backwards. It seems that if you are compiling for UE4, you are NOT supposed to use the IncrediBuild menu to build in VS, as it interferes with UE4 BuildTool. If you use the normal build menu in VS things work as expected.

For those who are curious, I had asked IncrediBuild support if I should be seeing any performance gain on a single machine, and was told roughly 30%, unfortunately I am not seeing any performance gains from using IncrediBuild on a 8 core machine ( local ) as compared to compiling without it. I am going to give it a bit more time before uninstalling it.

I am hoping anyone else who may be thinking about using IncrediBuild finds this answer useful, for both performance, and how to get around the aforementioned issue.

That worked for me. It seems like UBT calls Incredibuild by itself, so using the Incredibuild menu to call UBT causes a nested call which is not supported