'Shipping' configuration cannot be launched, even with cooked content

HateDread
Thu, 14 Jan 2016 04:42:32 +0000
Pipeline & Plugins

I have also tested this in 4.9.

This is stolen from my [post][1] in the ‘Packaging and Deployment’ section:

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After I cook content in the editor, then build my game in ‘Shipping’ configuration (either Win64 or Win32), running that game, either via Visual Studio directly or by finding the Shipping .exe in the Binaries folder and running it, I receive the error that cooked content is missing / the global shader cache file is missing. This does not occur with Development or DebugGame builds. Only Shipping.

I have also tried this after cooking content via UnrealFrontend, by launching a Shipping build and selecting ‘By The Book’ for the cooking options so it will cook everything and save it. This will allow me to launch via the frontend, but I still cannot launch Shipping from VS or run the executable from the Binaries folder.

This has been happening for a long time across multiple versions of the editor and on multiple PCs. Any help would be greatly appreciated.

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I’m trying to launch a shipping build from Visual Studio so I can easily attach profiling tools to it (ones that are built/integrated into VS). This is made difficult by this problem.

Thanks!

EDIT: I forgot to throw in some repro steps! My bad.

1. Create an empty C++ project

2. Compile the project in the Development configuration, then launch it in Development Editor.

3. Select ‘Cook content for Windows’

4. Close out of the editor and launch the project in the Shipping configuration.

5. Observe the ‘global shader cache file is missing’ error

6. Try launching in Development or DebugGame configurations and notice that it still works - cooked content is working for them but not for ‘Shipping’.

Running a Shipping build out of Visual Studio always fails, even with Cooked Content - Pipeline & Plugins - Epic Developer Community Forums

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