Tried cooking for windows and got stalls at finished loading directory. Tried a new untouched first person template to cook and got the same stall. I am a total noob, but I’m assuming if the engine is going to package at all, it should be able to do it with the templates.
I always get stalls when trying to cook projects even with no blueprint errors. The only successful cook was tappy chicken. There are no errors or fails, it just stalls forever if I let it. Sometimes at the finished directory, other times cooking materials, leading to lots of tweaking with blueprints trying to alleviate the problem. It can be stuck trying to cook an asset for hours without putting out an error or fail. … maybe I don’t need to keep messing with my blueprints. any help is greatly appreciated.
let me know if any hardware or software specs or logs will help clarify. I’m running windows 10 updated drivers pentium g3258 16 gb ram gtx750 , fresh install of 4.11. 4.10 games also have trouble packaging, stalling at different points. Thanks again.
How long did you leave it to consider it a stall? I say this because the one you reported working is actually one of the easiest to cook.
Thanks for your reply . I’ve left it for 3 or 4 hours before cooking endless runner tutorial sample and when I came back it was still at 100 cpu use, not frozen, no errors, just at the same asset as when I left it. I tested Tappy Chicken assuming it would be the easiest to cook, and Tappy chicken confirmed again to cook, rather quickly.
Does the cook require specific project settings to be changed or the game-mode, character blueprint or something? Is my processor just not beefy enough for the task maybe?
I am currently cooking Blueprint examples (simpler one with the cameras, tree, and butterflies), for a few assets it took around 20 minutes apiece, working on wood material instance for over 30 minutes now.
can ue4 utilize hyper-threaded cpus for cooking? I’ll get xeon/i7 if working on this dual core is truly going to take all day to cook out simple projects. If this is a software issue, though, I’d rather not because overall the processor has been very usable.
Hello ReishiRamzi,
It does seem like the processor would be the bottleneck in this situation. I can confirm that the editor does utilize hyperthreading when cooking and in other functions such as PIE, while it will only use one core during normal editor functions. Unfortunately the slow cook speeds are expected to be slow with a processor such as that one.
You can find more about our recommended specs for running the editor here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
Have a nice day!