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Compiling shaders (300+) for a single texture node

I have a project with not much in it, an almost empty map, a few textures, a few material functions and two materials:

one that uses the functions, and one that doesn't. This last one is a test material and only has 3 nodes: the material output, a multiply and a texture sample: 61 instructions!

If i change the this material and hit apply: ue4 instantly begins compiling 300+ materials.

How can i make it only compile the one i actually changed? Because this is getting insane. Compiling a single HLSL material should take a few milliseconds, yet it already takes so long for one shader, let alone 300 each time! And i suspect this number to grow the larger the project gets..

Surely people that use ue4 aren't just waiting for this every time, there must be a way to get rid of this?

Product Version: UE 4.10
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asked Jan 31 '16 at 09:35 AM in Using UE4

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avatar image Andrei Branescu Mar 10 '16 at 11:06 AM

Good question. I was also looking for the answer. Fortunately, for me it doesn't take more than 30 seconds, but it's still a lot since it must be done for every save of a material function.

avatar image imad laggoune Aug 25 '18 at 01:41 PM

same problem why this happen , a simple materail take 500 shader compile thing !!?

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