I’m on the “Warehouse Wreckage - Importing Assets” section of the UE5 course and am attempting to open the Showcase map from the downloaded IndustryPropsPack6 that was used for this lesson and it took a very long time to load. About 25-30 minutes before it finally opened up. I had a similar issue when I first launched UE5 where it took a couple of hours to load all of the shaders. Both scenarios it seemed to only be using a single core.
System specs:
Ryzen 9 5900x
EVGA 3080 FTW3 on the latest drivers (512.59 at this time)
32GB DDR4 3600 CL16
UE5 and project are on a gen 3 NVMe drive
Unreal Editor version 5.0.1
Shaders section from the BaseEngine.ini file
[DevOptions.Shaders]
; See FShaderCompilingManager for documentation on what these do
bAllowCompilingThroughWorkers=True
bAllowAsynchronousShaderCompiling=True
; Make sure we don’t starve loading threads
NumUnusedShaderCompilingThreads=0
; Make sure the game has enough cores available to maintain reasonable performance
NumUnusedShaderCompilingThreadsDuringGame=4
; Core count threshold. Below this amount will use NumUnusedShaderCompilingThreads. Above this threshold will use PercentageUnusedShaderCompilingThreads when determining the number of cores to reserve.
ShaderCompilerCoreCountThreshold=12
; Percentage of your available logical cores that will be reserved and NOT used for shader compilation
; 0 means use all your cores to compile Shaders
; 100 means use none of your cores to compile shaders (it will still use 1 core).
PercentageUnusedShaderCompilingThreads=0
; Batching multiple jobs to reduce file overhead, but not so many that latency of blocking compiles is hurt
MaxShaderJobBatchSize=10
bPromptToRetryFailedShaderCompiles=False
bLogJobCompletionTimes=False
; Only using 10ms of game thread time per frame to process async shader maps
ProcessGameThreadTargetTime=.01
; For regular machines, wait this many seconds before exiting an unused worker (float value)
WorkerTimeToLive=20
; For build machines, wait this many seconds before exiting an unused worker (float value)
BuildWorkerTimeToLive=1200
; Set process priority for ShaderCompileWorker (0 is normal)
WorkerProcessPriority=-1
Any help is greatly appreciated! I am stumped!