Quick answer: Pin a stable local DDC path with enough disk, set up a shared network DDC for teams, and confirm cache hits in the log after one warm run.

Compiling shaders once is normal; every launch means the cache is being lost or missed. The result is minutes of wasted time per person per day. Here is the configuration that stops it.

How to fix it

1. Check where the DDC actually points

Log lines at startup name the DDC paths; an override via environment variable or a config pointing into a cleaned temp folder explains everything.

2. Give it space and stability

The local DDC wants tens of GB on a fast drive that no cleanup job wipes; eviction from a full or cleaned drive re-cooks daily.

3. Share the cache across the team

A network shared DDC lets one machine's compilation warm everyone — the single highest-leverage setup step for teams on big projects.

4. Verify the fix

Second launch after the change should show near-total cache hits and a fast load; if not, the log's DDC section names which backend is failing.

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 Unreal Engine 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.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.