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?

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.

I have found an apparent solution here:

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