[COOKING] Cooking error, I can't enter in my proyect now.

Summary

Cooking error in my BE_THE_MONSTER project.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Live Edit

Steps to Reproduce

  • Open a session.
  • Wait for the server to complete the cooking process.

Expected Result

  • The session opens correctly and I can edit with both UEFN and Fortnite at the same time.

Observed Result

  • An error message appears saying that the cooking process could not be completed.

Platform(s)

PC/All

Island Code

0276-3485-1380

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Additional Notes

I’ve been having this cooking error since this morning and I haven’t been able to fix it.
It only happens in the project (BE_THE_MONSTER) where I try to open a session. I can open sessions in other projects correctly and without any problems.

Are you world streaming ?

Yes, does it have anything to do with it?

World Streaming settings in the image.
Sorry if the image is in Spanish :(.

My other projects are much larger than this one, and this is the only one that has given this type of cooking error.

It could have something to do with it. I’ve helped others troubleshoot not being able to launch a session and the causes are fairly diverse.

Your World Settings look good, so long as the HLOD Setups and the Default HLOD Layer down further both point to your HLOD Layer.

Check-in and make a snapshot if you haven’t already.

The first thing to try, maybe do a Build HLODs, sometimes a UEFN update will need a HLOD build, even if nothing has changed.

Using texture data on props… I think is a contender for needing a HLOD build often

Custom Content, usually if it’s been deleted, sometimes gets stuck in the HLOD layer and corrupts it, needing the HLODs to be deleted before rebuild

Some Props, like certain Asteria Trees and the Mega City signs, generate HLOD layers and use them instead of your Projects HLOD layer, this causes issues, these props need to have the Default HLOD layer in thier settings point to your Project’s HLOD Layer to override them.

Attaching props to other props or devices, other than the spatially loaded/non spatially loaded mismatch, some devices like the explosive device, can only attach to a prop that is movable.

Unchecking World Streaming and doing a test launch can differentiate between a content issue or a world streaming issue.
If it launches, the problem is something to do with streaming,
You can turn it back on
Then another test is to make a new HLOD layer and drop it into the 2 World Settings slots, DO NOT build HLODs, just try to launch
if it launches successful, the your HLOD layer needs deleting and rebuilding (or replacing if deleteHLODs doesn’t work)

if it doesn’t launch, then the issue is in the map content.

Are device function/events all good, no broken references
Post Process Volumes can do stuff
Sequences, check there’s no empty sequences.

The Check-in gives a good position for content issues, trial and error deleting stuff, testing, restore the last snapshot until you find the problem is the best method at the moment when theres no indication of what the problem is in the message log.

This project does not have HLODs built in, so I don’t think the problem has anything to do with that.

The problem is also not related to using specific Fortnite assets such as Asteria Trees or similar; our map is almost entirely built with exported models.

Unchecking World Streaming does not seem to solve the problem.

I’ll check the Sequences to see if any are empty. Thank you very much for your advice and suggestions :+1::+1:!!

I tried the Sequences and it still doesn’t work…

I should clarify that there are some Skeletal Meshes (14) on the map and in the project files. They originally had a lot of polygons (+100000 in some cases), but I reduced their number of polygons to a more reasonable amount.

Could that be the problem?

Sorry, Build HLODs, is using the Build HLODs from the Build menu up top, it essentially takes all props that are “included in the HLOD” and builds a bunch of lower quality meshes out of them.
These HLODs meshes replace everything off in the distance, outside the loading range, so any Spatially Loaded props will unload from memory and we see the HLOD instead.
It will have a HLOD Layer, but yes, not the issue because the World Streaming test failed

Custom Content is usually the culprit, and there seems to always be a lack of information about it in the message log. Any other red or yellow stuff in any message log categories ?

I have no experience with skeletal meshes, but I know there is a set polygon limit to UEFN, I’m unsure of what it is but I remember it being mentioned in a post a while back.

Delete them and check, then revert to your last snapshot and try something else.

It was either something you added or the update changed something that’s already there.
Do you remember what you added/changed since your last successful launch ?

The latest successful release of the map is 2.3.0, and I am now developing 2.4.0.

Basically, with each 0.x.0 release, I add a new Monster (Skeletal Mesh).

The Monster I’m adding has 20,000 polygons and many animations.

Going back to the 2.3.0 snapshot solved the cooking problem, and I’m redoing everything again, importing the same model as before and everything else…

This already happened to me in version 2.3.0, and I went back to snapshot 2.2.0 to fix it. It’s very frustrating when these kinds of errors happen and UEFN doesn’t give you any clues as to what’s causing the error.

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