why does my project keep compiling shaders ?
I had the project open worked in it for a bit closed it
20 min later I re-open and its gotta re-compile 26,000 shaders ??? why what makes it need to recompile a shader . Where does it store this compiled shader info? and how can it lose connection that quickly . Its like a half hour process to recompile - its certainly not the most efficient scene but still
asked Mar 28 '18 at 03:59 AM in Using UE4
So this is normal, the shaders compile if there is no build data. as from the doc "UE4 compiles shaders asynchronously using a streaming system. Compile requests are enqueued when materials load that do not have a cached shader map, and compile results are applied as they become available, without blocking the engine. This is optimal in terms of load time and compile throughout, but it does mean that there are quite a few layers between the actual platform shader compile and the material that requested it." see more https://docs.unrealengine.com/en-us/Programming/Rendering/ShaderDevelopment
again "Once shaders are compiled, they are stored in the Derived Data Cache." so this would indicate that your end is either not caching correctly or something was removed of the important type. From experience I have seen this when the level isn't saved.
answered Mar 28 '18 at 03:38 PM
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