![]() Is it possible for the team to handle it from the root? Some people came up with hacks to edit INI files, or increase the priority of the worker instance, or even developed scripts to handle this issue. (not to mention there’s also other things, like default engine content that is available even if starter content isn’t added to the project, but hidden from view) Then you have the default lights and such. The camera’s editor mesh has a material applied, even though it’s hidden in-game. The box your default pawn spawns on in the center of your screen has a material too. "The default sky sphere is material/shader driven. Sometimes when you make absolutely no changes to your scene, it happens again. Sometimes when a UE update came out, this process happens again. Since Unreal 4.x, until today’s Unreal 5 Preview 1, every time when it got a fresh install on the computer with absolutely no projects, no starter content, no any extra options installed, just the barebone UE4/5, the first time when you start the editor, it always takes 40 minutes to 5 hours to compile 2000-8000 shaders for an empty scene, with CPU being 100% occupied during the whole time. But this is exactly what stops people like me to make the first step into the amazing world of Unreal. Every time a veteran tells him it’s normal, nothing to worry about it. I know this question has been asked by newbies a million times.
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