UE 4.11.2 cooking forever

Hello! After move project from 4.10.4, i try to packaging, but cooking process never end. I think maybe it is some infinity loop error.
In 4.10.4 packaging takes about one hour.
Can someone to help me with this?
Thx!!

UPD1: I found this post: UE 4.11 Hangs Cooking on Macbook Pro - Programming & Scripting - Epic Developer Community Forums trying to change the source code of the UE.

UPD2: Source edited. UE 4.11.2 compilation in progress…

UPD3: Well done. It is works. Edited file in attach.

[link text][2]

Well done. It is works. Problem in Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp edited file in attach.

Glad to hear that you were able to solve the issue. I was keeping an eye on this and wanted to see if that fix worked for you. There have been some other reports of this so I’ll try linking them to here and to that other post.

Edit: I’m also wondering, for future reference, are you also on a Mac, as mbehensky was in that other post? I’m wondering if this is a Mac specific issue or not.

No, this is not an Mac specific issue. I have same problem as mbehensky on PC with core2duo cpu with binary distribution of ue4.11.2

Thank you Kasarch, that’s good to know. I do have an update on the entire ordeal however. A fix for this has been approved for 4.12 and should be integrated into 4.12 before/at release. It hasn’t been integrated yet however so I can’t link to a commit just yet. I’ll be sure to post here whenever the fix is integrated.

This is the kind of stuff that should be in a hotfix, not in a new version. It’s literally one line of code (wrapping the thread pool count calculation around a MAX() to force it to create at least one thread should do).

This is the kind of bug that makes people wary from upgrading to new versions: who knows what fun little surprises there’ll be in 4.12 alongside this little bug fix. I tried to keep our project on 4.10 I had to upgrade in order to get proper localization support. As a result lost an entire day due to this bug, since our Mac build machine only has two cores.

Hello manoelneto,

Whenever you wish to stay in one engine version, it can sometimes be best to use a source build version of the engine so that when issues like this occur, you can merge the new changes in individually instead of needing to upgrade to the entire new version. This is something that would normally be included in a hotfix but we were already past that point when this issue as discovered and we were already deep into the 4.12 Previews.

In the case of having an engine built from source, you could merge this change into said version and have the fix without needing to update. .com/EpicGames/UnrealEngine/pull/2277