I can’t Launch my games. I’m using UE 4.13, from C++ source, Development mode, windows x64. When I try to Launch for Windows, I get the following set of problems.
Frst, I get some sort of data cache errors:
[2016.12.07-16.43.14:022][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2016.12.07-16.43.14:183][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2016.12.07-16.43.14:185][ 0]LogDerivedDataCache:Display: Starting with empty Boot cache
[2016.12.07-16.43.14:185][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../UE4ShaderPluginDemo/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2016.12.07-16.43.14:188][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2016.12.07-16.43.14:189][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2016.12.07-16.43.14:190][ 0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
[2016.12.07-16.43.14:203][ 0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
[2016.12.07-16.43.14:203][ 0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
[2016.12.07-16.43.14:204][ 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
[2016.12.07-16.43.14:206][ 0]LogShaders: Verifying Global Shaders for PCD3D_SM5
[2016.12.07-16.43.14:207][ 0]LogShaders:Warning: Empty global shader map, recompiling all global shaders
[2016.12.07-16.43.15:924][ 0]LogInit: Selected Device Profile: [Windows]
[2016.12.07-16.43.15:931][ 0]LogContentStreaming: Texture pool size is 0.00 MB
[2016.12.07-16.43.16:016][ 0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.
[2016.12.07-16.43.16:021][ 0]LogShaders:Warning: Compiling WorldGridMaterial: Platform=PCD3D_SM5, Usage=LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}
[2016.12.07-16.43.16:750][ 0]LogShaders:Warning: 529 Shaders among 16 VertexFactories
I tried deleting the DerivedDataCache folder in my project as well as in the engine source, and it gets recreated but I still get the above errors.
Then it continues compiling for launching for one hour and 30 minutes (on a 8 thread i7 with 16gb ram), but ends with a loop of "Archive is corruptedLogNetSerialization:Error: Archive is corrupted"
lines.
-
Why does it take 1h30min to publish a build of a very barebones game?
-
Why do I see things like Oculus and Mobile and HTML5 stuff being printed into a Windows Only Executable compilation log?
-
How do I debug what’s wrong with
corruptedLogNetSerialization
?
I’ve attached a full log of what happens: log 1. Interesting parts to ctrl+f are:
-
"will not use a pak cache"
and -
"will not use an Shared cache"
at the beginning, and -
[2016.12.07-18.48.36:009][622]LogPlayLevel: CommandUtils.Run: Run: Took 5338.8630499s to run UnrealBuildTool.exe, ExitCode=0
and -
[2016.12.07-18.57.01:006][212]LogPlayLevel: ShaderPluginDemo: [2016.12.07-18.56.27:209][ 0]LogNetSerialization:Error: Archive is corruptedLogNetSerialization:Error: Archive is corrupted
at the end of the file.
PS: I tried Launching a standard FPS template and that worked successfully (after 1 hour of “launching”). But I still got the "will not use a pak cache"
errors. log 2.
[EDIT]
I tried downloading a new version of UE from source (ue 4.14), compiled it, ran great, made a new project, added all my stuff back in, compiled, ran fine. Then I closed UE4 and re-opened the project, and I am getting the Unable to find Local Data Cache and Derived Data Cache (and crashes, out of memory).
Is somehow my code or a blueprint causing this?! How can you debug this!?
[EDIT 2]
So it seems that the BaseEngine.ini and Engine.ini have correct paths set for the DerivedDataCache/DDC.ddp for both the engine and the GAMEDIR versions. ( [DerivedDataBackendGraph] and [InstalledDerivedDataBackendGraph]).
Even so, my engine fails to create DDC.ddp when opening my project. I succeed when I open the engine itself. But not trying to open my project.
I tried recompiling the engine, clearing the project intermediate folders, rebuilding project, running UE4 with the following command [game path] -run=DerivedDataCache -fill -DDC=CreatePak -log -ddc=noshared
. Every time I get a
LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp
- good
and then a
FDerivedDataBackendGraph: Pak cache file [path]+DerivedDataCache/DDC.ddp not found, will not use a pak cache
And eventually it tries to do everything in ram and it runs out and UE loading crashes.