I’m just getting started with UE, working on VR development for the Gear VR. I started using 4.10.4 and had no problems building for either Android or Windows on either my desktop or my late 2008 Macbook Pro running Windows 10 under BootCamp (absolute top of the line for its day, with 8gb ram and a NVidia 9600M with 512mb video ram). Cooking was slow on the Macbook, but very usable given the limited capability of the Gear VR hardware.
When 4.11 was released I tried it out, and found that it always hung early in the cooking process on the Macbook. If you use the wizard to create a basic blank C++ project for mobile, it works fine if you just hit the “Play” button. If you try and “Launch” or Package, either on an android device or for windows, it hangs after the following entry in the log:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.06-14.08.49:253][ 0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.06-14.08.51:586][ 0]LogCook:Display: Max memory allowance for cook 8192mb
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.04.06-14.08.51:586][ 0]LogCook:Display: Mobile HDR setting 1
If you wait long enough (an hour or so with full processor utilization) it starts complaining about GPU timeouts. Ram usage is less than 50%.
It doesn’t work any better if you try to launch or package in OSX.
I understand that my Macbook Pro is far below the recommended minimum hardware for UE, and I don’t mind if it is slow, but its a shame if I can’t use it at all. It is also odd that it works in 4.10.4 but not 4.11.
I understand that allowing development on old hardware is probably not Epic’s highest priority, but its possible that this hang is a symptom of a larger problem. Given the GPU timeout complaints, it seems likely that the cooking process is doing some sort of computation on the GPU that doesn’t work on the 9600M.
Anyway, thanks for developing a great product. I can stick with 4.10.4 for now, or just use my desktop.
Here is some more information. If I use the Unreal Launcher, and do cook on the fly, I get a lot more logging of what is going on, and it gives an error instead of just hanging:
[2016.04.07-17.16.04:286][ 0]LogFileServer:Display: Read …/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf, 162636 bytes
[2016.04.07-17.16.04:286][ 0]LogFileServer:Display: Read …/…/…/Engine/GlobalShaderCache-PCD3D_SM4.bin, 2131842 bytes
[2016.04.07-17.16.04:286][ 0]LogCook:Display: Cooking /Engine/EngineDamageTypes/DmgTypeBP_Environmental → C:/Users/maxb/Documents/Unreal Projects/Test2/Saved/Cooked/WindowsNoEditor/Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset
[2016.04.07-17.16.04:327][ 0]LogSavePackage: Save=41.33ms
[2016.04.07-17.16.04:327][ 0]LogSavePackage: Async saving from memory to ‘C:/Users/maxb/Documents/Unreal Projects/Test2/Saved/Cooked/WindowsNoEditor/Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset’
[2016.04.07-17.16.04:329][ 0]LogSavePackage: Total save time: 43.56ms
[2016.04.07-17.16.04:338][ 0]LogSavePackage:Display: Finished SavePackage C:/Users/maxb/Documents/Unreal Projects/Test2/Saved/Cooked/WindowsNoEditor/Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset
[2016.04.07-17.16.04:345][ 0]LogCook:Display: Cook complete …/…/…/Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset
[2016.04.07-17.16.04:345][ 0]LogFileServer:Display: Read …/…/…/Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset, 960 bytes
[2016.04.07-17.16.04:346][ 0]LogLinker:Warning: Can’t find file ‘…/…/…/Engine/Content/L10N/en-US/EngineDamageTypes/DmgTypeBP_Environmental.uasset’
[2016.04.07-17.16.04:352][ 0]LogUObjectGlobals:Warning: Failed to load ‘…/…/…/Engine/Content/L10N/en-US/EngineDamageTypes/DmgTypeBP_Environmental.uasset’: Can’t find file ‘…/…/…/Engine/Content/L10N/en-US/EngineDamageTypes/DmgTypeBP_Environmental.uasset’
[2016.04.07-17.16.04:353][ 0]CookResults:Error: Error Error loading …/…/…/Engine/Content/L10N/en-US/EngineDamageTypes/DmgTypeBP_Environmental.uasset!
This is from a blank project with one sphere added. It looks like it cooks the environmental asset, but doesn’t create some file the next step expects.
Max Behensky