The unreal header tool after changing a character or more in any header file re precompiles and generates private uclasses pretty much so blueprint instances will compile in a fraction. It takes a very long time and the same macro annotations have to be there for different reasons most of the time. All other aspects of the unreal pre compiled unreadable generated code takes tons of memory and cpu when it executes anything. Do you have suggestions on how to minimize the surges of boiler plate crap that the toolchain generates?
↧