Global shader cache file missing on windows 10 for cooked content project

Hi, I cannot find a way to package a project into a working program. It seems like it is a relatively often asked question but the answers are tailored to a particular problem therefore I am asking here.

After creating a blank c++ project, max quality and no starter content, I created a new map that I set as the default editor/game map. Then I created a new material with a texture I import for the diffuse, then I add this material on a cube I put inside the scene. When I try “Launch” with my laptop as target, at the end of the process I get a windows popup with only “Fatal error” written, but if I close it, the packaging ends and the application starts. But when I try to open it myself and not through the editor, I get this error:

243679-error-message.png

Here is some information about my settings:

  • I set the program to be run with the discrete gtx1060 from the nvidia control panel.
  • I reset the editor settings to default but the project settings have been slightly tweaked.
  • the engine is installed on the main drive but the project is on another one.
  • the build log:
    [link text][2]

There are a few concerning parts such as “Unable to find inner node Pak” from line 342, “Missing cached shader map” at line 436 and “File hash mismatch” from line 512. I have no idea how relevant these issues are so I thought I would rather ask more knowledgeable people :).

A bit more information, when packaging a first person c++ template I get the same error, but I don’t get any error when packaging a blueprint only version.