Reduce Packaging/cooking Time For Mac
Posted By admin On 07.03.20. Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog. You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples.
cat dog -matches anything with cat,dog or both. cat +dog -searches for cat +dog where dog is a mandatory term. cat -dog - searches for cat excluding any result containing dog. cats —will restrict your search to results with topic named 'cats'. cats dogs —will restrict your search to results with both topics, 'cats', and 'dogs'. Engine source build at SHA 5fd5754. I was able to cook/package for Win64 in about 30 minutes (I develop in a Win64 environment).
Packaging from the same machine for Linux took 15 hours. Packaging for Mac has been going for 10 hours already. Is it possible to reduce the content cook time for Linux and Mac? I can see that certain textures and levels take 1-2 hours; is it known why this happens? Is there any way to use the cooked content for a Windows build in the Linux or Mac builds? I'm currently packaging through the editor on Windows and the command line on Mac. Happy to provide an archive of my project if you need a repro case.
UPDATE: I killed the in-editor Mac packaging process and ran it from the command line and it took about 15 minutes. I can't remember exactly, but I think I literally just used the very first command found on this page: (Change the bold!) So: RunUAT BuildCookRun -project=' fullprojectpathandprojectname.uproject' -noP4 -platform=Win64 -clientconfig=Development -serverconfig=Development -cook -allmaps -build -stage -pak -archive -archivedirectory=' Output Directory' I ran this from cmd. You first must get cmd to the correct directory first where the cook tool is located. I used absolute paths for project and archive path. I was pleasantly surprised how it 'just worked':) I think being able to compile without my weak CPU having to struggle with having UE4 open at the same time must of helped a lot. App directory the best global hotkey manager for mac.
. Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog. You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples.
cat dog -matches anything with cat,dog or both. cat +dog -searches for cat +dog where dog is a mandatory term. cat -dog - searches for cat excluding any result containing dog.
cats —will restrict your search to results with topic named 'cats'. cats dogs —will restrict your search to results with both topics, 'cats', and 'dogs'.
Hey Guys I am new to UE4, and I am taking a Udemy course for building my first 2 games. The instructor is using Windows, and I am using Mac. I have had no issues whatsoever (outside Material Tessellation) using my mac until the very end when I am packing my project. It kicks back a few errors, and I copied them from the errors log and was hoping someone could offer me some guidance on how to fix my game so I can package it properly. LogBlueprint:Error: Compiler KGAIControllerBase Error The current value of the ' Object Types ' pin is invalid: Array inputs (like 'Object Types') must have an input wired into them (try connecting a MakeArray node). LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh.
LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh.
LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogBlueprint:Error: Compiler KGPlayerControllerBase Error PopUpWaveUI: unable to determine expected signature - is the delegate pin connected? LogBlueprint:Error: Compiler KGPlayerControllerBase Error Could not find an event-dispatcher named 'NewWave' in 'KGGameModeC'. Make sure 'KGGameModeC' has been compiled for Bind Event to NewWave LogBlueprint:Error: Compiler KGPlayerControllerBase Error Failed to create property K2NodeCreateDelegateOutputDelegate from due to a bad or unknown type (Delegate) LogBlueprint:Error: Compiler KGPlayerControllerBase Error PopUpWaveUI Signature Error: Unable to determine expected signature - is the delegate pin connected?
BlueprintEditorCompileResults:Error: Error PopUpWaveUI: unable to determine expected signature - is the delegate pin connected? BlueprintEditorCompileResults:Error: Error Could not find an event-dispatcher named 'NewWave' in 'KGGameModeC'. Make sure 'KGGameModeC' has been compiled for Bind Event to NewWave BlueprintEditorCompileResults:Error: Error Failed to create property K2NodeCreateDelegateOutputDelegate from due to a bad or unknown type (Delegate) BlueprintEditorCompileResults:Error: Error PopUpWaveUI Signature Error: Unable to determine expected signature - is the delegate pin connected?
Reduce Packaging/cooking Time For Macaroni Salad
LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh.
LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh. LogNavigation:Error: Recast: GenerateNavigationData: Failed to generate poly mesh.
MapCheck:Error: Error WorldSettings1 Maps need lighting rebuilt PackagingResults:Error: Error Unknown Error PackagingResults:Error: Error Unknown Error PackagingResults:Error: Error Unknown Error PackagingResults:Error: Error Unknown Error PackagingResults:Error: Error Unknown Error Thanks Guys for all the Help Chris.