I just tried to package my game which uses the Shooter Game as a base, packaging went well but when i tried to start the game i got this error
The global shader cache file ‘D:/Unreal Engine/Unreal Engine/4.3/Engine/GlobalShaderCache-PCD3D_SM5.bin’ is missing
You’re running a version of the appplication built to load COOKED content only however no COOKED content was found.
Consider cooking content for this build, or build and run the UNCOOKED version of the application instead
do i still need the github version of UE4 or should it work with the launcher version that i have
Have you tried this current workaround: Try going to your project settings and setting the global default server game mode to something other than None.
If this does not help with the issue, please let me know so i can further investigate.
Just wanted to check in with and see if the issue is still occurring since the 4.4 release yesterday. If the issue is still occurring, please let me know so that I may further investigate.
sorry for not replying, was busy with other things, i’ve just dl’d 4.4.0 and i’m going to test it this weekend, lets hope alls well, i’ll let you know asap
Sorry for reopening this, but I receive the exact same error when running from C++ VS running 4.4 either DebugGame or Development. Project is based on ShooterGame, the only difference is I am not using a packaged version.
Should the game be cooked first (every time?) or is this indeed a bug / incorrect setting ?
Just wanted to ask you a couple more questions on your issue. If you do cook first, does your project receive the error? How is this error occurring (PIE, Standalone)?
Are you using the released 4.4 Source version of UE4?
I just used “Cook content for windows” and that did make it disappear. Before that it gave the error during launch from visual studio using DebugGame (PIE with “Development Editor” was fine)
Does that mean the content will be constantly out of date when using this DebugGame configuration, therefor requiring constant recooking through the editor? Or can I configure the project to use uncooked content instead?
It did fall-over on LoadFrontEndMap so I assume that is not part of the cooking process. Using uncooked instead somehow is much preferred here.
I have been looking into your issue with Building for DebugGame. DebugGame is not the ‘recommended’ for packaging and deploying. If you are going to wanted to package and deploy, I would highly recommend that you use either development or shipping. This will provide the Best outcome when you reach the Packaging and deploying stage with your project.
I wasn’t preparing for deployment - I was simply trying to launch the game through Visual Studio using DebugGame or Development as configurations. It complained about missing the shaderbin, so it must have been configured to look for cooked content and not uncooked. The question that remains is how I can configure this to look for uncooked content instead in Visual Studio.
I tried to reproduce the error you described, and have not been able to do so yet. I was hoping you might be able to help clarify a few things so I can continue looking into why this message is appearing for you.
Did you originally create your project in a previous version of the Editor, and then upgrade it to 4.4?
Can you confirm that you are using the DebugGame and Development configurations and not DebugGameEditor or Development Editor?
Are you pressing F5 to launch the game?
Is this error message produced by Visual Studio, or the Engine?
I tried reproducing this issue using ShooterGame for 4.4 as well as a new project created in 4.4, and when I pressed F5 in DebugGame or Development configuration, I actually triggered a breakpoint and did not see the error message you mentioned.
The original issue dissapeared when cooking at least once. A second issue appeared in the LoadFrontEndMap of ShooterGameInstance.cpp - It failed to load a package, I assume this is because a level was not cooked. This did only happen on CLIENTS and not the server. I think it is because the server skips the frontend map.
For now I use GameInstance.cpp instead of shootergame’s variant (I will look into adding all maps for cooking later)
But the issue still remains that I don’t want to run from cooked content when using Development and/or DebugGame configurations.
(to answer your questions: it was upgraded from previous, copy/pasted code from 4.4 sample into our own after migration to 4.4. I verified the configuration setting to Development. I am using F5 to launch the game through Visual Studio. The error was shown in a popup dialog I presume from Unreal - it did not have any of the skinning though, just plain windows dialog)
I was able to get some additional clarification today regarding the Development and DebugGame configurations in Visual Studio. Both of these configurations require the use of cooked content, and there is no way to get around that requirement.
What was your goal when running the game in the Development or DebugGame configuration? If you want to go straight into running the game without using the Editor, you can add -game as a command line argument in Visual Studio and run the game in Development Editor (or DebugGame Editor) configuration (make sure your game project is set as the startup project in Visual Studio). This will load you straight into your game without first opening the Editor, and you will still be inside Visual Studio’s debugging environment.
If you were trying to accomplish something else, could you explain what your ultimate goal is?
Thank you for digging into this further. I was originally just trying to launch into the game directly and thought it required the DebugGame or Development configurations. -game is what I was looking for.
The remaining issues have been resolved through the previous posts.