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    GlobalShaderCache-PC3D_SM5.bin is missing

    I would like to compile a project in Debug Game Mode and I have got an error:

    "
    The global shader cache file
    'G:/ProgramFiles/.../Engine/GlobalShaderCache=PCD3D_SM5.bin' is
    missing.

    You're running a version of the application bluilt to load COOKED content only,
    however no COOKED content was found. Consider cooking content for this build,
    or build and run the UNCOOKED version of the application instead.
    "

    What I have to do? Thanks

    #2
    I have the same problem

    Comment


      #3
      There are a number of build configurations available to you, but it helps to think of them as two parts, a "State" and a "Target". In this case, your "State" is DebugGame. There are two "Targets" you could have, one that is blank, so the total build configuration is listed as "DebugGame", and one that is for opening in the editor, so the total build configuration is listed as "DebugGame Editor". The blank target is actually looking for cooked content, and so that probably explains the error message. Are you able to build in "DebugGame Editor" and then open the project from within Visual Studio (with Debug > Start New Instance)?

      Comment


        #4
        Nice trap. ;-)
        Had the same problem on OSX when running a game , following the "Pizza" example.

        CGImageSourceCreateWithData data parameter is nil
        LogMaterial:Error: The global shader cache file '/Users/frank/dev/git/Unreal/4.1/UnrealEngine/Engine/GlobalShaderCache-GLSL_150_MAC.bin' is missing.

        You're running a version of the application built to load COOKED content only, however no COOKED content was found. Consider cooking content for this build, or build and run the UNCOOKED version of the application instead.

        Changing the target to "PizzaEditor - Mac" helped.
        Get your GAME done - Productivity Plugins for Unreal Engine.

        My articles in Game Programming Gems:
        Real Time Modular Audio Processing For Games
        A Lightweight Generator for Real-Time Sound Effects
        Controlling Real-Time Sound Synthesis from Game Physics

        Comment


          #5
          Same problem here

          I'm facing the same problem and can't figure it out

          I tried all possible package options, but always i get the error that this bin is missing

          Running on mac 10.10 and UE 4.8.1

          Can someone tell me how to get this fixed?

          Comment


            #6
            I have done more research over the weekend and tried every possible combination, within the package settings. But every time i'm getting this error that cooked content is missing
            Obviously i hit the COOK FOR MAC button, So i really don't understand whats wrong here.
            Could this be a bug?

            Comment


              #7
              I have same problem with my blueprint project, when packing for MAC.
              Can't Launch app on MAC too ... same project works fine on Windows. No fix yet ?

              Edit: Same app was working fine on my MAC, packed with 4.6 and 4.7, but not working with 4.8.
              Last edited by oXR; 07-20-2015, 12:57 PM.

              Comment


                #8
                I have the same problem.

                "The global shader cache file /Contents/UE4/Engine/GlobalShaderCache-GLSL_150ES2.bin is missing.

                You're running a version of the application built to load COOKED content only, however no COOKED content was found. Consider cooking content for this build, or build and run the UNCOOKED version of the application instead."

                Tried to change the target like rotwang suggested, couldn't find that option though... oO Help?

                Comment


                  #9
                  @Lauren Ridge:
                  Ok, this is an old thread, but this means "DebugGameEditor" is the only working configuration until the game is finished and only testing remains?

                  Comment


                    #10
                    I continue to have this issue. Any word on a fix?

                    Comment


                      #11
                      I'm very new to all this, but from what I've read, it seems that any build target prefix xxx with editor should be wanting uncooked content. However right now, at least on my machine at 4.9.1 only development editor wants uncooked.

                      I haven't had any luck with the -game command line parameter either. I'd really like both engine and game in debug with uncooked.

                      Comment


                        #12
                        I am also getting this issue on all the Solution Configurations including "DebugGame Editor" and "Development Editor" in the sln provided by the 4.9.2 download.

                        However I can get around this issue by switching my project to a source version (github) by: right click on the *.uproject file > Switch Unreal Engine version... > Choose the location where I keep the full source.

                        The reason I was using the downloaded version was so I can have a stable base for using the engine, instead of working on the engine. Also the git dependencies use tons of GB of my bandwidth and Comcast is reportedly putting up data caps now. And double that for using UE4 on my Mac and on my PC.

                        However we can't use the downloaded version to do debugging with Visual Studio tools, for example, setting a breakpoint and stepping through the code, because of this issue. It is still possible to do printf debugging, and blueprint breakpoints with the binary download though, so maybe that's why many people are not complaining about this.

                        It would be nice if someone smarter than me could solve this.

                        Comment


                          #13
                          Any fix for this?

                          Comment


                            #14
                            Hello,

                            I am having the same problem. Building the game in DebugGame mode causes Xcode to complain on launch, about missing cache for cooked data. Building for DebugGame Editor mode gets Xcode to launch the UE4 editor, from where I can launch the game. But the UE_LOG messages I have sprinkled in my code still don't show up in the output log. My problem - how do I debug? Would very much appreciate help from seasoned developers on alternate ways to debug code.

                            Vijay

                            Comment


                              #15
                              I am having the same problem. Help me

                              Comment

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