EDIT:
There’s more details below, but I want to summarize.
I have a couple of blueprints that are preventing me from opening my project. There’s nothing interesting in either blueprint. I was able to narrow down the problem for one of them: the project will stop opening if I use this blueprint actor in a child actor component. I’m not sure if that’s the root cause, but that’s as close as I’ve been able to get so far. (FYI, the other problem blueprint is not used in a child actor component. So, lots of uknowns still going on.)
Unfortunately, I don’t have any workarounds for this. I’ve tried lots of different things, but no luck.
ORIGINAL:
I have a binary copy of UE4 and my C++ project keeps getting stuck at 72% when I try to open it.
Here’s what I’ve tried:
- Deleting transient project files (build, intermediate, etc)
- Deleting DDC
- Verify UE4 installation
- Tried 4.11
- Replacing blueprint asset files with an older version
Sadly, it’s the last one that worked. If I replace two of my blueprints with versions from last week then I can open my project. I’d rather not roll them back since I’ve done a lot of work in them over the past couple of days (and I can’t even look at them to reference them).
Is there anything else I can try?
Thanks,
PS: I was able to load up an earlier version of a blueprint and reimplement my changes. Once I made my changes, I was unable to open up the project again. So, there’s something about my blueprint that is causing it to not be able to load… although, I couldn’t even guess what it could be since I’m not doing anything interesting with that blueprint.
PPS: I narrowed it down to two blueprints that cause this issue. Neither of them are particularly interesting. Hoping that my existing blueprints were corrupted (or something), I reimplemented all my changes in one of those blueprints. Once it was brought back up to date, I wasn’t able to open the project again. So, not corruption. It’s definitely something in the blueprint. I’m trying to narrow down the exact cause, but it’s proving to be super difficult to track down. I’m really not doing anything interesting here, so I’m really stuck. The only thing I have left is just to arbitrarily rewrite this area and hope I don’t accidentally do the same thing again. (Which it is what I’ve been trying, but to no avail.)
PPPS: Here’s where the logging dies:
[2016.03.28-17.51.27:454][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2016.03.28-17.51.27:516][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2016.03.28-17.51.27:546][ 0]LogDerivedDataCache: Loaded boot cache 0.03s 38MB C:/Users/Zachariah/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
[2016.03.28-17.51.27:546][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Zachariah/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc
[2016.03.28-17.51.27:546][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Code/BrightWorld/src/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2016.03.28-17.51.27:546][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2016.03.28-17.51.27:546][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Code/BrightWorld/src/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2016.03.28-17.51.27:546][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2016.03.28-17.51.27:592][ 0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2016.03.28-17.51.27:604][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/Zachariah/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2016.03.28-17.51.27:730][ 0]LogCollisionProfil