Hello,
I’m trying out UBA on 5.5.
I’ve setup a test server which also runs UbaCache.exe, and two workers.
So far, distribution and cache seem to work and I’m pleased I did not have big issues. Thanks for the existing documentation pages, even if they are not complete obviously, they are already really helpful.
I have two issues that I don’t know if they are from something on our end or not.
- Link error LNK1168
When UBT needs to rebuild some modules, for example just by touching a source.cpp file, it ends up with systematic link errors such as this one:
LINK : fatal error LNK1168: cannot open C:\dne\monorepo-preview\Game\TEST\Binaries\Win64\UnrealEditor-TEST.dll for writing
The files exist but do not appear to be locked.
Cleaning and then doing a full build from start does work and builds a working editor.
2.Cache root path issues
During build, caching works except for our in-house plugins and games. I suspect this is because we patched the engine to store them outside of UE’s root directory.
This happens with a lot of logs about PATH/FILE WITHOUT ROOT:
UbaCacheClient - PATH WITHOUT ROOT: C:\dne\monorepo-preview\DNE\Plugins\GameSystem\DNEDialogue\Source\DNEGenDialogueEditor\Public\DN (inside C:\dne\monorepo-preview\Game\TEST\Intermediate\Build\Win64\x64\UnrealEditor\Development\TESTEditor\TESTEditorModule.cpp.d at offset 147677)
UbaCacheClient - PATH WITHOUT ROOT: C:\dne\monorepo-preview\DNE\Plugins\Core\DNECondition\Intermediate\Build\Win64\UnrealEditor\Inc\ (inside C:\dne\monorepo-preview\Game\TEST\Intermediate\Build\Win64\x64\UnrealEditor\Development\TESTEditor\TESTEditor.Shared.rsp at offset 17)
UbaCacheClient - FILE WITHOUT ROOT: C:\dne\monorepo-preview\DNE\Plugins\GameSystem\DNEDialogue\Source\DNEGenDialogueEditor\Public\DNEAssetTypeActionDialogue.h (TESTEditorModule.cpp (Compile [x64]))
UbaCacheClient - PATH WITHOUT ROOT: C:\dne\monorepo-preview\DNE\Plugins\Core\DNECondition\Intermediate\Build\Win64\x64\UnrealEditor\ (inside C:\dne\monorepo-preview\Game\TEST\Intermediate\Build\Win64\x64\UnrealEditor\Development\TESTEditor\UnrealEditor-TESTEditor.dll.rsp at offset 1603)
and also happens inside "CmdKey"s or .lib files.
When looking at the related files I can see it points to full paths, is there something I can configure anywhere to avoid UBA getting confused?
Or would you say our patch introduces full paths, but the system expects only relative ones?
I understand this has to do with sharing cache artifacts between workspaces in different locations, but I saw that VFS was to solve this in 5.6.