Windows task manager reports UnrealDeploymentServerLauncher with high CPU usage. Every few seconds, the load increases as shown below, then goes down and up again after a few seconds, so that my CPU fan does run permanently.
From sourcecode, it looks like this UnrealDeploymentServerLauncher tries to start DeploymentServer.exe. So checking logfile of this:
[deploy] Created deployment server.
Deployment Server listening to port 41000
Deployment Server inactivity timeout 30000
Deployment Server starting from "E:\Programs\Epic Games\UE_4.22\Engine\Binaries\DotNET\IOS"
---------------------------------------------------------
Client [0] IP:127.0.0.1 connected.
Client [0] disconnected (listdevices).
And with each of the “CPU bursts” new connected/disconnected entries appear in the log. This repeats endlessly, until the UE4 Editor is closed. As the log mentions listdevices, I tried to manually call this on the commandline.
E:\Programs\Epic Games\UE_4.22\Engine\Binaries\DotNET\IOS>DeploymentServer listdevices
[DD] Trying to connect to mobile device running iOS ...
[DD] Error: Timed out while trying to connect to a mobile device. Make sure one is connected.
E:\Programs\Epic Games\UE_4.22\Engine\Binaries\DotNET\IOS>
CPU goes up while connected, and goes down when disconnecting. Sure, makes sense, because I do not have any IOS devices. So the scan process for IOS devices seems to be quite expensive. After the manual call, the log shows:
[deploy] Created deployment server.
Deployment Server listening to port 41000
Deployment Server inactivity timeout 30000
Deployment Server starting from “E:\Programs\Epic Games\UE_4.22\Engine\Binaries\DotNET\IOS”
Client [0] IP:127.0.0.1 connected.
Client [0] disconnected (listdevices).
Deployment Server inactivity timeout.
Deployment Server Stopped.
Here, the server stops after an inactivity period.
Running the UnrealDeploymentServerLauncher.exe manually runs that “assembly” stuff, as I would expect from source code - no exception thrown. Not sure, what it does here, but CPU remains low.
E:\Programs\Epic Games\UE_4.22\Engine\Binaries\DotNET\IOS>DeploymentServerLauncher.exe
Executing assembly
E:\Programs\Epic Games\UE_4.22\Engine\Binaries\DotNET\IOS>
I would expect UE4 to do that “listdevices” stuff only once at startup, and maybe if needed when doing builds for IOS. But in the current state, that scan is repeated endlessly and this eats up my system resources for nothing. With 4.21, this problem was not present.
For now, I just did a very very ugly and bad “workaround” to be able to use 4.22 with a silent system: Just copied over the DeploymentServer.exe from 4.21 into my 4.22 directory - this keeps the system quiet and as I do not build any IOS code, this does help me for now. Sure, I know, that’s really bad
Running on Windows 10 Pro, version 1809 on a Quad Core i7 on a Fujitsu Celsius H910 notebook. My .NET Framework Version is 4.7.2, I did check as follows via regedit and hope, this is ok.