Announcement

Collapse
No announcement yet.

GlobalShaderCache-PCD3D_SM5.bin missing

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    Only log file I've found is this, I don't know where else to look: https://drive.google.com/file/d/0Bwl...pFQ2l6cjA/view

    I hope this is the right output file.

    By 3rd party tools, there is a emulator for visual studio , you meant that or that kind ?

    Comment


      #17
      Originally posted by finwefeanor View Post
      Only log file I've found is this, I don't know where else to look: https://drive.google.com/file/d/0Bwl...pFQ2l6cjA/view

      I hope this is the right output file.
      That looks like it could be, But it does not look complete?

      Originally posted by finwefeanor View Post
      Only log file I've found is this, I don't know where else to look: https://drive.google.com/file/d/0Bwl...pFQ2l6cjA/view
      3rd party in that there is probably something more then just binaries needed for Android.
      I don't know the Android build system, So I can only speculate.

      Have you tried packaging via UE and selecting the same output folder?

      HTH
      Never say Never, Because Never comes too soon. - ryan20fun

      Frames Per Second is NOT a proper performance metric, You should use frame time. You can read this or this as to why.
      (Profiling) Tools: RenderDoc (UE4 Plugin), NVIDIA nSight, AMD GPU PerfStudio, CodeXL
      Good articles/Series: A trip through the Graphics Pipeline 2011

      Comment


        #18
        If you try to package from UE, it will give these outputs in a folder (folder doesn't matter)

        Click image for larger version

Name:	Android build ss.PNG
Views:	1
Size:	12.8 KB
ID:	1111887

        which is fine and easy because only thing you have to do is connect your phone with a data cable to your pc and double click that install file (.bat) A console window will open and do some processing and after a short while it is ready for your phone. (you can also place .apk and .obb file in specific places in android )

        VS and Incredibuild is dead end i think. Because I haven't even found out any single person who use Unreal for Visual Studio and Incredibuild.

        I will upload if i find that log file but it seems i will start to use some other methods like tweaking and optimizing contents like you said
        Attached Files

        Comment


          #19
          Good luck!
          Never say Never, Because Never comes too soon. - ryan20fun

          Frames Per Second is NOT a proper performance metric, You should use frame time. You can read this or this as to why.
          (Profiling) Tools: RenderDoc (UE4 Plugin), NVIDIA nSight, AMD GPU PerfStudio, CodeXL
          Good articles/Series: A trip through the Graphics Pipeline 2011

          Comment

          Working...
          X