Hello,
During the upgrade from 5.3 to 5.5 I encountered the problem that iOS build hangs at some moment. On the fresh build it starts fine, there are 2k+ actions that proceed one by one and everything seems fine until it comes to an end. When there are 5 or 6 actions left, it just hangs. dotnet process consumes around 100% CPU (on mac it means one core) and nothing happens for a long time.
When I restart the build, there are only those unfinished actions and the end of the log looks as follows:
Determining max actions to execute in parallel (16 physical cores, 16 logical cores)
Executing up to 16 processes, one per physical core
Using Unreal Build Accelerator local executor to run 5 action(s)
Storage capacity 40Gb
---- Starting trace ----
UbaSessionServer - Disable remote execution (remote sessions will finish current processes)
------ Building 5 action(s) started ------
<br/>
Is there any way to find the problem on Mac? Because it’s not clear to me whether I am able to debug UBT or UBA on this platform.
Update: turning UBA off and setting MaxParallelActions to 1 in ~/Library/Application Support/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml helps to finish the build.
But it’s not a very convenient hack, and I would like to find a root cause for the problem.
<?xml version="1.0" encoding="utf-8" ?> <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration"> <BuildConfiguration> <bAllowUBAExecutor>false</bAllowUBAExecutor> <bAllowUBALocalExecutor>false</bAllowUBALocalExecutor> <MaxParallelActions>1</MaxParallelActions> </BuildConfiguration> </Configuration>
Hi Ihar,
There was a bug in UBA which was fixed at CL 39601368 which may be the cause of the issue you are seeing. This was specific triggered by the iOS link step which appears to be where your build is failing.
Best regards.
Hello Stéphane,
I haven’t yet faced such issues. Am I right that I need to rebuild some UBA program? As I understand, UBA binaries are distributed within git dependencies. How should I approach to apply your changes correctly?
Thanks in advance.
Best regards.
UPD: I rebuilt UBA locally with the changes you provided and it passed Build stage successfully.
So there’s one question left: how should I distribute it correctly.
Thanks.
Hi Ihar,
Glad to hear the CL addressed the original iOS build issue. In terms of distributing it, you should be able to build an installed build from your local build and the local edits should be incorporated. Alternatively, the latest UBA binaries should be backwards compatible and could be integrated directly.
Best regards.
Ok, we’ll consider the best option for us. Thanks [Content removed]
Best regards.