Packaging too slow in 4.15. (ShaderMap issue.)

I want to package for android, but it won’t end. I think it can be da main problem:

0]LogTemp:Display: Added material ShaderMap 0x0000005723281280 with Material 0x0000005722EE9900 to ShaderMapsBeingCompiled
0]LogTemp:Display: Kicking off shader compilation for Widget3DPassThrough, GameThreadShaderMap 0x0000005723281280

I don’t know, how to fix it. It worked nice in 4.14. I built the lights.

I encountered this issue too, when compiling some specifical shader, it seems freezing, but the Progress hints is still working, if i click cancel button and then open the shader witch makes freezing in editor and then packing again, the shader compiler will skip this shader but will freezing to another shader.

OK. Solved. I don’t know, how, but I changed something in the Project Settings and it works fine. It’s a bit slower than the 4.14, but it work after all.

Sorry it’s not everything. You have to uncheck Support OpenGL ES3.1.

I am working on a rather low performing Laptop as well (Surface Pro 4). I noticed, that minimizing the Unreal Editor during building slightly increases packaging performance - probably because of any graphics calculations being paused. At least the CPU and GPU load for “Unreal Engine” went down and the load on “Shader compiler” and “Microsoft VC Compiler and tools experience improvement data uploader” increased.