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We've run some test here and activating caching or distributed build on our game game, increases significantly the build times.
Do you see the same thing on your projects? Are you using distribution and caching all the time or only when working on the engine code?
I know that there is an overhead when using on or the other due to network etc but I was not expecting such bad results. I'm not sure that we gad the same issues when working on 4.18.
Cheers,
Olivier
The text was updated successfully, but these errors were encountered:
I think you need to disable all precompiled headers if they are activated. PCH is not good with Fastbuild when you are trying to distribute compile tasks to other computers. You can disable whole PCHs by setting bUsePCHFiles to false in BuildConfiguration.xml or build target file.
Disabling PCH on your project may cause bunch of compile errors at first, but these errors can be easily fixed with some effort.
Hey Guys!
We've run some test here and activating caching or distributed build on our game game, increases significantly the build times.
Do you see the same thing on your projects? Are you using distribution and caching all the time or only when working on the engine code?
I know that there is an overhead when using on or the other due to network etc but I was not expecting such bad results. I'm not sure that we gad the same issues when working on 4.18.
Cheers,
Olivier
The text was updated successfully, but these errors were encountered: