Quick answer: Share a Derived Data Cache across runs, use incremental builds with cached intermediates, and cook only the platforms and content a given branch needs.

Unreal cook times explode when nothing is cached. A shared DDC and incremental cooks turn an hour into minutes. Here is how to set it up.

How to fix it

1. Share the DDC

Point CI at a shared (network or cloud) Derived Data Cache so shaders and cooked assets compiled once are reused across runs and machines.

2. Cache intermediates

Persist Intermediate/ and the build cache between runs so unchanged code is not recompiled every time.

3. Scope the cook

Cook only the target platform for the branch instead of all platforms on every commit.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

A crash you can name from its stack trace is a crash you can usually fix in minutes.