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Last active January 26, 2026 02:21
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DefaultEngine.ini for Unreal
[DevOptions.Shaders]
; 0 = Use 100% of the CPU for compiling, putting in DefaultEngine.ini doesn't work.
PercentageUnusedShaderCompilingThreads=0
; See FShaderCompilingManager for documentation on what these do
bAllowAsynchronousShaderCompiling=True
; 0 = Use all available cores (No threads reserved for OS)
NumUnusedShaderCompilingThreads=0
; 1 = Above Normal priority (Gives shaders more CPU time)
WorkerProcessPriority=1
; Attempt to fix UI unresponsiveness on 5.7
[ConsoleVariables]
WindowsApplication.UseWorkerThreadForRawInput=False
; UEGit
[SystemSettingsEditor]
r.Editor.SkipSourceControlCheckForEditablePackages=1
[DevOptions.Shaders]
; See FShaderCompilingManager for documentation on what these do
bAllowAsynchronousShaderCompiling=True
; 0 = Use all available cores (No threads reserved for OS)
NumUnusedShaderCompilingThreads=0
; 1 = Above Normal priority (Gives shaders more CPU time)
WorkerProcessPriority=1
; Enables the local caching of shader jobs to prevent recompiling the same thing twice
bAllowShaderJobCache=True
; Batching multiple jobs to reduce file overhead, but not so many that latency of blocking compiles is hurt
MaxShaderJobBatchSize=16
[ShaderCompiler]
; Increases the max number of jobs allowed in the cache
MaxShaderJobCacheSize=20000
; Enables the use of the Derived Data Cache (DDC) for shaders
bAllowDistributedShaderCompilation=True
[SystemSettings]
r.ShaderCompiler.JobCacheDDC=1
; Forces the compiler to prioritize shader jobs over other background tasks
r.ShaderCompiler.JobPriority=1
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