UnrealEditor-UnrealEd-Win64-Debug.dll!UE::Cook::FPackageTracker::OnCreatePackage(FName PackageName) Line 204 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UE::Cook::FPackageTracker::NotifyUObjectCreated(const UObjectBase * Object, int Index) Line 166 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FUObjectArray::AllocateUObjectIndex(UObjectBase * Object, EInternalObjectFlags InitialFlags, int AlreadyAllocatedIndex, int SerialNumber, FRemoteObjectId RemoteId) Line 321 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!UObjectBase::AddObject(FName InName, EInternalObjectFlags InSetInternalFlags, int InInternalIndex, int InSerialNumber, FRemoteObjectId InRemoteId) Line 259 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!UObjectBase::UObjectBase(UClass * InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject * InOuter, FName InName, int InInternalIndex, int InSerialNumber, FRemoteObjectId InRemoteId) Line 164 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!StaticAllocateObject(const UClass * InClass, UObject * InOuter, FName InName, EObjectFlags InFlags, EInternalObjectFlags InternalSetFlags, bool bCanRecycleSubobjects, bool * bOutRecycledSubobject, UPackage * ExternalPackage, int SerialNumber, FRemoteObjectId RemoteId, FGCReconstructionGuard * GCGuard) Line 3881 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!StaticConstructObject_Internal(const FStaticConstructObjectParameters & Params) Line 4981 C++
> UnrealEditor-CoreUObject-Win64-Debug.dll!NewObject<UPackage>(UObject * Outer, FName Name, EObjectFlags Flags, UObject * Template, bool bCopyTransientsFromClassDefaults, FObjectInstancingGraph * InInstanceGraph, UPackage * InExternalPackage) Line 1921 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncPackage2::CreateUPackage() Line 10727 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncPackage2::InitializeLinkerLoadState(const FLinkerInstancingContext * InstancingContext) Line 6483 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncPackage2::ImportPackagesRecursiveInner(FAsyncLoadingThreadState2 & ThreadState, FIoBatch & IoBatch, FPackageStore & PackageStore, FAsyncPackageHeaderData & Header) Line 6423 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncPackage2::ImportPackagesRecursive(FAsyncLoadingThreadState2 & ThreadState, FIoBatch & IoBatch, FPackageStore & PackageStore) Line 6457 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncLoadingThread2::FinishInitializeAsyncPackage(FAsyncLoadingThreadState2 & ThreadState, FAsyncPackage2 * AsyncPackage) Line 4872 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncPackage2::ProcessLinkerLoadPackageSummary(FAsyncLoadingThreadState2 & ThreadState) Line 6832 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncPackage2::Event_ProcessPackageSummary(FAsyncLoadingThreadState2 & ThreadState, FAsyncPackage2 * Package, int __formal) Line 7340 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FEventLoadNode2::Execute(FAsyncLoadingThreadState2 & ThreadState) Line 5725 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents(FAsyncLoadingThreadState2 & ThreadState) Line 5931 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncLoadingThread2::ProcessAsyncLoadingFromGameThread(FAsyncLoadingThreadState2 & ThreadState, bool & bDidSomething) Line 9249 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncLoadingThread2::TickAsyncThreadFromGameThread(FAsyncLoadingThreadState2 & ThreadState, bool & bDidSomething) Line 9986 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncLoadingThread2::TickAsyncLoadingFromGameThread(FAsyncLoadingThreadState2 & ThreadState, bool bUseTimeLimit, bool bUseFullTimeLimit, double TimeLimit, TArrayView<int const ,int> FlushRequestIDs, bool & bDidSomething) Line 9605 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FAsyncLoadingThread2::FlushLoading(TArrayView<int const ,int> RequestIDs) Line 11281 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FlushAsyncLoading(TArrayView<int const ,int> RequestIds) Line 362 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!FlushAsyncLoading(int RequestId) Line 331 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackageInternal(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FLinkerLoad * ImportLinker, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 1794 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const FPackagePath & PackagePath, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext, const FPackagePath * DiffPackagePath) Line 2158 C++
UnrealEditor-CoreUObject-Win64-Debug.dll!LoadPackage(UPackage * InOuter, const wchar_t * InLongPackageNameOrFilename, unsigned int LoadFlags, FArchive * InReaderOverride, const FLinkerInstancingContext * InstancingContext) Line 2134 C++
UnrealEditor-Engine-Win64-Debug.dll!FWorldPartitionLevelHelper::LoadActorsInternal(FWorldPartitionLevelHelper::FLoadActorsParams && InParams, FWorldPartitionLevelHelper::FLoadedPropertyOverrides && InLoadedPropertyOverrides) Line 933 C++
UnrealEditor-Engine-Win64-Debug.dll!FWorldPartitionLevelHelper::LoadActorsWithPropertyOverridesInternal(FWorldPartitionLevelHelper::FLoadActorsParams && InParams) Line 515 C++
UnrealEditor-Engine-Win64-Debug.dll!FWorldPartitionLevelHelper::LoadActors(FWorldPartitionLevelHelper::FLoadActorsParams && InParams) Line 623 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorldPartitionRuntimeLevelStreamingCell::OnPrepareGeneratorPackageForCook(TArray<UPackage *,TSizedDefaultAllocator<32>> & OutModifiedPackages) Line 437 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorldPartition::PrepareGeneratorPackageForCook(IWorldPartitionCookPackageContext & CookContext, TArray<UPackage *,TSizedDefaultAllocator<32>> & OutModifiedPackages) Line 94 C++
UnrealEditor-Engine-Win64-Debug.dll!FWorldPartitionCookPackageSplitter::PopulateGeneratorPackage(ICookPackageSplitter::FPopulateContext & PopulateContext) Line 157 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UE::Cook::FGenerationHelper::TryCallPopulateGeneratorPackage(TArray<ICookPackageSplitter::FGeneratedPackageForPopulate,TSizedDefaultAllocator<32>> & InOutGeneratedPackagesForPopulate) Line 1189 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::BeginCacheObjectsToMove(UE::Cook::FGenerationHelper & GenerationHelper, UE::Cook::FCookGenerationInfo & Info, UE::Cook::FCookerTimer & Timer, TArray<ICookPackageSplitter::FGeneratedPackageForPopulate,TSizedDefaultAllocator<32>> & GeneratedPackagesForPopulate) Line 3775 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::PrepareSaveGenerationPackage(UE::Cook::FGenerationHelper & GenerationHelper, UE::Cook::FPackageData & PackageData, UE::Cook::FCookerTimer & Timer, bool bPrecaching) Line 3662 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::PrepareSaveInternal(UE::Cook::FPackageData & PackageData, UE::Cook::FCookerTimer & Timer, bool bPrecaching, UE::Cook::ESuppressCookReason & OutDemotionRequestedReason) Line 4264 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::PrepareSave(UE::Cook::FPackageData & PackageData, UE::Cook::FCookerTimer & Timer, bool bPrecaching, UE::Cook::ESuppressCookReason & OutDemotionRequestedReason) Line 4064 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::PumpRuntimeSaves(UE::Cook::FTickStackData & StackData, unsigned int DesiredQueueLength, int & OutNumPushed, bool & bOutBusy) Line 4976 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::PumpSaves(UE::Cook::FTickStackData & StackData, unsigned int DesiredQueueLength, int & OutNumPushed, bool & bOutBusy) Line 4864 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::TickMainCookLoop(UE::Cook::FTickStackData & StackData) Line 1574 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookOnTheFlyServer::TickCookByTheBook(const float TimeSlice, ECookTickFlags TickFlags) Line 1420 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookCommandlet::RunCookByTheBookCook(UCookOnTheFlyServer * CookOnTheFlyServer, void * StartupOptionsAsVoid, ECookByTheBookOptions CookOptions) Line 865 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookCommandlet::CookByTheBook(const TArray<ITargetPlatform *,TSizedDefaultAllocator<32>> & Platforms) Line 626 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UCookCommandlet::Main(const FString & CmdLineParams) Line 270 C++
Hey Matt,
Here’s the callstack. Looks like we’re in LoadPackage.
The performance is better with the project classes now also getting incrementally cooked.
I'm surprised taking the fix from the hidden dependencies thread removed the false incremental recooks; I thought the impact of the bug would be to add unnecessary files to the cook and I didn't think it would affect whether we could recook those files.I don’t think this had a noticeable impact. I just put the information here for completeness of changed variables.