Hello there,
We’re currently facing a crash in packaged build (every config) after adding a simple float UPROPERTY to an actor component. This is a very basic modification that we do regularly during production, but this time the game systematically crashes with this error:
ObjectSerializationError: /Path/To/The/Level - TheModifiedComponent - Serial size mismatch: Expected read size 55, Actual read size 58
We resaved the owner actor blueprint that holds this component, and the levels that reference this actor prior to packaging.
Is there anything we’re missing?
Thanks
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Hi,
The reason could be:
- Using
incremental iterative cooking (It’s not super reliable in 5.4) and something got missed. Ensure you make a full cook.
- DDC corrupted, you can run the cook with -ddc=cold or add -ddc=cold to your BuildCookRun command.
- The editor might not have been recompiled, and the old version is still being used for packaging, even though the game executable has been recompiled. This can cause a mismatch between the resource structure and the classes in the executable file, or the resources might not have been re-cooked. Recompiling the editor and repackaging the resources could resolve the issue.
Let me know if the issue persists after verifying the points above.
Regards,
Patrick
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Hi,
Glad this is solved, I asked on our internal Slack if you have a way to clean up all the DDC at once and how someone could invalidate a DDC key for a given asset. Can you tell the type of asset it was? I’ll try to check with the team if they DDC key generation for this type is buggy (or if we fixed it since 5.4).
Regards,
Patrick
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Hi,
We don’t have an automated way to clear all the DDC (local, zen, cloud). Running with -ddc=cold is the simplest way to ensure everything needed is rebuilt.
Regards,
Patrick
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Hi Patrick,
We ran our BuildCookRun command once with -ddc=cold and we cannot observe the issue anymore.
What would be the commandlet to run if we were to have a process that cleans the DDC?
Thanks a lot for your help.
Cheers,
Simon
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