Derived / Local Data Cache errors and Net Serialization: Error: Archive is corrupted 您所在的位置:网站首页 简单了解Unreal Engine中的DDCDerived Data Cache Derived / Local Data Cache errors and Net Serialization: Error: Archive is corrupted

Derived / Local Data Cache errors and Net Serialization: Error: Archive is corrupted

2024-05-15 18:09| 来源: 网络整理| 查看: 265

I can’t Launch my games. I’m using UE 4.13, from C++ source, Development mode, windows x64. When I try to Launch for Windows, I get the following set of problems.

Frst, I get some sort of data cache errors:

[2016.12.07-16.43.14:022][ 0]LogTargetPlatformManager:Display: Building Assets For Windows [2016.12.07-16.43.14:183][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB [2016.12.07-16.43.14:185][ 0]LogDerivedDataCache:Display: Starting with empty Boot cache [2016.12.07-16.43.14:185][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../UE4ShaderPluginDemo/DerivedDataCache/DDC.ddp not found, will not use a pak cache. [2016.12.07-16.43.14:188][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. [2016.12.07-16.43.14:189][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache. [2016.12.07-16.43.14:190][ 0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy. [2016.12.07-16.43.14:203][ 0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable [2016.12.07-16.43.14:203][ 0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache. [2016.12.07-16.43.14:204][ 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy. [2016.12.07-16.43.14:206][ 0]LogShaders: Verifying Global Shaders for PCD3D_SM5 [2016.12.07-16.43.14:207][ 0]LogShaders:Warning: Empty global shader map, recompiling all global shaders [2016.12.07-16.43.15:924][ 0]LogInit: Selected Device Profile: [Windows] [2016.12.07-16.43.15:931][ 0]LogContentStreaming: Texture pool size is 0.00 MB [2016.12.07-16.43.16:016][ 0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material. [2016.12.07-16.43.16:021][ 0]LogShaders:Warning: Compiling WorldGridMaterial: Platform=PCD3D_SM5, Usage=LightingModel=MSM_DefaultLit, BlendMode=BLEND_Opaque, SpecialEngine=1, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={} [2016.12.07-16.43.16:750][ 0]LogShaders:Warning: 529 Shaders among 16 VertexFactories

I tried deleting the DerivedDataCache folder in my project as well as in the engine source, and it gets recreated but I still get the above errors.

Then it continues compiling for launching for one hour and 30 minutes (on a 8 thread i7 with 16gb ram), but ends with a loop of "Archive is corruptedLogNetSerialization:Error: Archive is corrupted" lines.

Why does it take 1h30min to publish a build of a very barebones game?

Why do I see things like Oculus and Mobile and HTML5 stuff being printed into a Windows Only Executable compilation log?

How do I debug what’s wrong with corruptedLogNetSerialization?

I’ve attached a full log of what happens: log 1. Interesting parts to ctrl+f are:

"will not use a pak cache" and "will not use an Shared cache" at the beginning, and [2016.12.07-18.48.36:009][622]LogPlayLevel: CommandUtils.Run: Run: Took 5338.8630499s to run UnrealBuildTool.exe, ExitCode=0 and [2016.12.07-18.57.01:006][212]LogPlayLevel: ShaderPluginDemo: [2016.12.07-18.56.27:209][ 0]LogNetSerialization:Error: Archive is corruptedLogNetSerialization:Error: Archive is corrupted at the end of the file.

PS: I tried Launching a standard FPS template and that worked successfully (after 1 hour of “launching”). But I still got the "will not use a pak cache" errors. log 2.

[EDIT]

I tried downloading a new version of UE from source (ue 4.14), compiled it, ran great, made a new project, added all my stuff back in, compiled, ran fine. Then I closed UE4 and re-opened the project, and I am getting the Unable to find Local Data Cache and Derived Data Cache (and crashes, out of memory).

Is somehow my code or a blueprint causing this?! How can you debug this!?

[EDIT 2]

So it seems that the BaseEngine.ini and Engine.ini have correct paths set for the DerivedDataCache/DDC.ddp for both the engine and the GAMEDIR versions. ( [DerivedDataBackendGraph] and [InstalledDerivedDataBackendGraph]).

Even so, my engine fails to create DDC.ddp when opening my project. I succeed when I open the engine itself. But not trying to open my project.

I tried recompiling the engine, clearing the project intermediate folders, rebuilding project, running UE4 with the following command [game path] -run=DerivedDataCache -fill -DDC=CreatePak -log -ddc=noshared. Every time I get a

LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/DDC.ddp - good

and then a

FDerivedDataBackendGraph: Pak cache file [path]+DerivedDataCache/DDC.ddp not found, will not use a pak cache

And eventually it tries to do everything in ram and it runs out and UE loading crashes.



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