Play In Editor without compiling BPs manually - any improvements planned?

Hi everybody,
I’m not really sure where to post this, but I’m continually frustrated by a particular attribute of UE4. I’m curious if there are any plans to improve the time the UE4 editor takes to run when you press Play (in Editor) without first manually compiling your blueprints.

On larger projects, it can hang for upwards of 5 minutes.

Example:
If I take our main player character (large blueprint graph) and change something, and then compile, then press play, it runs the game in seconds.

If I take our main player character and change something, and then DON’T compile (so it’s a dirty blueprint) and then press play, the editor just hangs for 3-5 minutes and then finally decides to run (assuming no errors.)

Why does the non-manual compiling of blueprints take so freaking long? Nothing sucks worse than pressing Play without compiling a dirty BP. If I do this even 2-3 times throughout a whole day, I’ve lost 15 minutes of my time. Is it some problem with the way it walks through the blueprints to find and compile dirty ones? Are there any improvements planned to this aspect of the engine?

Thanks for reading my rant! I hope there is a solution on the horizon.

Ah yes, this is a problem we’re aware of and recently investigated - we got a little insight into what might be going wrong. We don’t have the full story, but we have some leads (it looks like we’re compiling a lot of extraneous macro Blueprints, which shouldn’t be happening, but it looks like we also rely on this to update them as well).

It is on our near-term roadmap to dig into this more, we currently have a guy working through load perf issues (covering the whole process up until the first PIE session).

Great to hear. Thanks Mike!