This article would be pretty short, but however it worth think about that and to have that in mind.
We have met that problem, while we have been working with Unreal Engine 4 first time after Unity3D. We have noticed significant difference in compilation time of the project between Unity and Unreal. In Unreal it was unexpectable long. The reason of that is Unreal is compiling not only your project’s code, but also has whole engine’s sources in the memory. As a result it takes to much time to compile everything. So, while we used to check for errors in Unity, right after we have created some code, and wanted to quickly check the changes, spend in 20 secs for quick recompilation, in Unreal Engine, this process has become much bigger.
So here is the deal.
Dont get used to make small changes, and observe the changes in the editor right after. Or don’t get used to debugging in the way of Shotgun programming. You have some rough understanding where an error is, but you are trying to track that. You are doing small changes and observing the result in editor. Imagine how much time you are wasting on that process. 1 line of code is changed, then load level and see what is going on there, trying to meet the bug again. And now, imagine, if you would sit down, and try to understand what is really going on in the project. You spend on that 15 mins, and finally track an error, by clear understanding of your code. This way, you would get an important experience, and wont be recompiling the project every time.
What has changed? Taking into account that you have understood yours or another programmers mistake, you also have not been rebuilding the project every time. And when you would want to try Unreal Engine’s C++ later — you would be really surprised how this practice will help you.