When I Launch my game, it passes all test and runs. However if I then make “any” minor change and Push this, then the cooking will fail.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
Revert all files to the last snapshop
Launch the Session
Start the game when the session is launched
End the game - Return to Island
Move ‘any’ item a small amount, just to instigate a change.
Push the changes
Cook fails.
Expected Result
The Pushed changes should not cause a cook failure.
Observed Result
PlatformCook: Error: We hit an error while cooking this content
PlatformCook: Error: errors.com.epicgames.content-service.cook_failure
PlatformCook: Error: CookJobId:c495f504-dbed-4334-8659-f114f101937c
PlatformCook: Error: An error occurred while communicating with the game servers (failed to cook module 46779e46-4e14-df0a-383d-c08fee00dbab (artifact ca12f122-126f-48ea-b355-df03506b5a3e:linux-server) (cookJobId c495f504-dbed-4334-8659-f114f101937c) with error code errors.com.epicgames.cookplugin.cookfailure).
I attached the output of the log from when I Launched and when I Pushed.
This has started occuring after the v36 (second update) to fix the SceneGraph issue. I had mesh in this map (called in verse) that were affected by the initial v36 error and resolved this by renaming the mesh to *_asset. After the fix was made I reverted these back to the original names.
This was very insightful. Altough my island has progressed beyond this issue (essentially I reverted to an older version pre-v36 and redid a lot of work), I have performed some tests that may help others. NB I was using a system where I passed in a material to an editable in verse.
Editor:
If the @editable material is assigned to None - then it will fail validation
Verse:
If I assign the default Material to Empty - then it will fail validation - eg @editable AvailableMaterial : []material = array{}
If I assign the default Material to a valid Material - but a custom material - then it will fail validation - eg @editable AvailableMaterial : []material = array{Materials.MyCustomMat}
If I assign the default Material to a valid Material - but a material Instance that references an in-built material - then it will work - eg @editable AvailableMaterial : []material = array{Materials.MI_Old_Log_FacadeDark}
Using Step 3, then manipulating the material in Verse worked.
I plan to move away from Prop material manipulation due to Mesh Sequences and Scene Graph. The Props seem to be failing for me regardless of the above.
Another day another issue. Here is the complete set of warnings and errors. The error is the same, I can Launch, but not Push. NB Launch the first time, once a Push has been undertaken any future Launch is also broken. The “work”-around is to shut down and start again (sometimes from the last snapshot, but not always). This is not feasible for development.
Additional changes:
I have removed the use of all materials - yes all. In doing so I seemed to uncover some memory references that were invalid.
I removed any material references and manipulations in Verse.
I deleted all Bulding Props
I have re-validated Fortnite
NB Verse code comes up red/invalid until AFTER a build is undertaken - I am unsure if this is related.
This is NOT a scene graph enabled project.
Version: 5.6.0-43339403+++Fortnite+Release-36.00
Platform: Windows 11 (24H2) [10.0.26100.4351] (x86_64)
Snapshot version: 77
What I am asking for is the actual cook failure that must be contained on the server logs? Can you please give more information to the developers. I am still blaming v 36.0 (initial delivery, not the patch).
LogHotfixManager: Warning: Failed to find update context “RefreshAction”. Using “Unknown” definition.
LogFort: Warning: Plugin ‘VerseQuery’ was hotfixed to be disabled, but was not found. Ignored.
LogHotfixManager: Warning: Only 302 of 350 assets were successfully patched from ‘AssetHotfix’ section in the Game .ini file. The patched assets will be forced to remain loaded. Any assets that failed to patch may be left in an invalid state! Failure may occur due to the plugin not being installed and mounted.
PlatformCook: Error: We hit an error while cooking this content
PlatformCook: Error: errors.com.epicgames.content-service.cook_failure
PlatformCook: Error: CookJobId:d073ab58-77dd-4afa-9d95-034ec9230cb1
PlatformCook: Error: An error occurred while communicating with the game servers (failed to cook module 46779e46-4e14-df0a-383d-c08fee00dbab (artifact f79016fb-8208-418e-9ebc-914ed8516bc4:linux-server) (cookJobId d073ab58-77dd-4afa-9d95-034ec9230cb1) with error code errors.com.epicgames.cookplugin.cookfailure).
LogValkyrieActivityTracker: Warning: Session → Fail Activity: LoadingNewContent - Error updating content
hi ,
Reading your log file
Find (Control+f) Solaris
LogVerseInterop: Display: GetAllVniPackages: Ignoring VNI package FriedRiceNative/FriedRiceNativeRuntime since the containing plugin FriedRiceNative is not mounted.
LogVerseInterop: Display: GetAllVniPackages: Ignoring VNI package FN1Native/FN1NativeRuntime since the containing plugin FN1Native is not mounted.
LogSolaris: The plugin: AnimNext is not valid even though its descriptor is specified as a dependency of Verse Fortnite; it will be skipped!
LogSolaris: The plugin: AnimNextAnimGraph is not valid even though its descriptor is specified as a dependency of Verse Fortnite; it will be skipped!
LogSolaris: FSolarisModule::GatherAllVersePackages() took 12.7 ms
Dont know if this a Fortnite problem or you have you have an asset problem
On the Launch dropdown is Project Validation and this run the Project Validate , probably try this before you attempt to push
but I thought I would add that I’ve got HLOD issue’s on a map and I think its related to using a texture data asset in a props primary slot, the referenced material is an instance of M FortniteBase Parent, with colour changes.
I think it’s related because I have another map that does the same and it’s the only thing in common
I cannot reuse the same HLOD layer, everytime I make a tiny change even a settings change, it won’t launch and the HLOD will fail a build HLOD, however making a totally new HLOD layer and building it works.
I stopped using a regular launch session with it ages ago, the push changes and the HLOD layer being funny gave me some issues.
So I’m a little sus on custom materials and the HLOD layer.
Its been quite a while since I’ve tried doing without replacing the HLOD layer, things could have changed a bit since then
Thanks I didnt realise that you could Validate like that, so that is a win regardless of the outcome.
I have re-verified the UEFN application and this error remains. NB the same messages also exists in a working template island, so I am assuming for now that it is not an issue?
OK - I can confirm I am streaming (must have been a default setting on the template). I dont think I have any changes to the default settings in HLOD. For a fleeting moment it seemed to work after turning Streaming OFF (it worked once). I am trying to repeat/test in this area now and will also replace the HLOD layer and see what transpires.
Thank for the insight. It has been incredibly frustrating and you have given hope.
The problem was as @Hardcawcanary indicated. After removing the Streaming (World Settings -> Enable Streaming = False) and also removing all Data Layers (Data Layers -> Select All -> Delete Selected Data layers), the ability to Launch and Push works.
I have since started to re-add in some of the Data Layers and it is still working.
If I ever change back to Streaming - it fails. I have tried deleting the HLOD and creating a new one, but no luck. So for now I am keeping this off.
As a note for other readers, when deleting a HLOD layer, after you replace the references to the new HLOD layer, the next thing it brings up is a list and asks if you want to save.
Click Don’t Save… the Saving will save the bad references into the new HLOD layer as well, corrupting it too.
You could just drag the new HLOD layer into the world settings default HLOD slots (normally 2 slots, used to be 1) and discard the old HLOD layer without replacing references, but the delete warnings make me paranoid.
The data layers could also be conflicting with the world streaming,
I really have no idea but can sort of imagine.
If something is referenced by the HLOD layer but it’s in an unloaded data layer it would be problematic.
However now there is the ability to use different HLOD layers in world streaming with the new WorldPartitionRuntimeHashSet,
&
Props now have a HLODlayer slot and not just a check to be included in, it looks like the system is gearing up to be able to put different things in different HLOD layers and have those HLOD layers switch around according to where a player is, or something… I’d like to understand it more