It's understandable that Unreal needs to touch a lot of files when starting the editor. But what if I told you that more than 5500 of those files are not needed for the editor to start at all and are just adding multiple seconds to the editor launch time?
Let's fix this!
#UE5 #gamedev
https://larstofus.com/2025/09/27/speeding-up-the-unreal-editor-launch-by-not-opening-5500-files/
Speeding up the Unreal Editor launch by … not opening 5500 files?

In my last article I wrote about some tooltip optimization to reduce the start time of the Unreal Editor by 2-5 seconds. Turns out people do really care about their editor start time. So much that …

Larst Of Us

@LarsThiessen Good work! I applied the changes on my 5.6 and it's a bump of speed.

2 additional methods:
- Turn UE always enabled plugins (Apple, Linux, VR) to disable. I have a tool for this at https://github.com/DarknessFX/UEPlugins_DisableDefault .

- Change Engine/Config/BaseEngine.ini to default to DX12 SM6 (default is SM5), save "shaders compiling" time when creating new uproject.

[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
+D3D12TargetedShaderFormats=PCD3D_SM6

GitHub - DarknessFX/UEPlugins_DisableDefault: Tool for manage Unreal Engine Plugins (.uplugins) set to Enabled By Default .

Tool for manage Unreal Engine Plugins (.uplugins) set to Enabled By Default . - DarknessFX/UEPlugins_DisableDefault

GitHub