Quick answer: Unreal Shipping cook taking 6+ hours because of shader permutation explosion? Check ShaderPermutationReduction and exclude unused quality levels per platform.
Cooking iOS Shipping: 8 hours, 60% of which is shader compilation. Mostly variants no iOS device uses.
Exclude unused quality levels
DefaultGame.ini: sg.PostProcessQuality.Levels=2,3. Skips low/medium quality builds the iOS profile never selects.
Use Shader Permutation Reduction
Plugin in 5.3+. Profiles shader use in a representative gameplay session; trims unused permutations from the cook.
Profile with the shader stats
r.ShaderCompiler.PrintShaderStats 1. Shows per-shader permutation count; outliers stand out.
“Shader cooking is multiplicative. Trimming one axis trims a lot.”
Track shader cook time per build. Sudden growth correlates with a new material or post-process that exploded variants; track down before it lands.