UE5 stucks on 9% or 35% Compiling global shader / Processing global shaders

Hey!
UE5.1.1 + Oculus VR

Sometimes UE5 project stucks on editor launch. Editor stucks on 9% or 35% Compiling global shader / Processing global shaders.
Killing the editor process and restarting doesn’t help.
Sometimes windows restart helps.

UE5 prosses is using 0% of CPU.
Simply nothing happens even after 3-4h.
001

upd:
I added to DefaultEngine.ini

[core.log]
LogDerivedDataCache=All

I received next last lines of log

LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/GlobalShaderMap.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyNiagaraScriptDerivedData.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyNavCollision.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyDIST.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyChaosGeometryData.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/FShaderJobCacheShaders.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/StaticMesh.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyMESHDATAKEY.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyCARD.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Content.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacySTREAMEDAUDIO.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyTEXTURE.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyNIAGARASM.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyAudio.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/MaterialShaderMap.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyAnimSeq.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacyGeometryCollection.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/LegacySKELETALMESH.
LogDerivedDataCache: VeryVerbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished scanning C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache/Buckets/BulkDataList.
LogDerivedDataCache: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:21.033 and deleted 0 files with total size 0 MiB. Scanned 14135 files in 7951 folders with total size 6213 MiB.
LogDerivedDataCache: Verbose: C:/Users/Usr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance is paused until the next scan at 2023.04.27-15.40.45.

I have the same on my old laptop even with UE4. This might happen if you set incorrect settings of your project. to fix it, go to C:\Users\YourUsername\Documents\Unreal Projects\YourProjectFolder\Config. Try to delete DefaultEngine.ini. This will reset all rendering settings of your project to engine’s default and engine or your pc will be able to compile those shaders.

Nope. It did not help. After deleting the configs, the same freezes

Hi @digitalbug had similar problems with lack of virtual memory in Windows Pagefile.sys which I wrote in other posts
Building Light Causes Unreal Editor to Crash, Freezes At Exporting Light Data 100%
and here to create bigger pagefile.sys which you will need to reboot PC
and here
“Checking global shaders for platform Windows” stuck forever

Thank you! But nope.
I set the virtual memory size to 32 GB and restarted the computer.
After several restarts of the editor - 9% freeze

Hi @digitalbug,
I need to defragement by drives very often as I build new UE version which need to build compile Shaders
try this from the command line
REM you need to run tnis in Win Administrator shell
C:> defrag D: /H /M 16
This will run in the background
My system disk is an NVRAM SSD where I do all my build, so I need to use
the DEFRAG option Optimise to “Trim” my SSD

I found one dependency.
If I kill the OVRServer_x64.exe process, then the hung editor starts loading.
May be something conflict with oculus.

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