Building derived data for AnimSequence does not create deterministic output. Data that is stored to the DDC is expected to be deterministic. If there is a need to store metadata that may vary between builds, e.g., for debugging or profiling purposes, that may be stored in the metadata of FCacheRecord.
Cook with -DDC-Verify=AnimationSequence and check the log for errors from cache verification that look like the example below. Lyra provides a quick repro.
LogDerivedDataCache: Error: Verify: Value has hash be229811bd084ba7591b2495b980b7cad448d5e2 in the newly generated data and hash 8ddd12f3d9e4db5217ac966bc8f65223d822e556 in the cache for AnimationSequence/908f0d23f2e9a074e254b0ff4b9305da006c9abd from '/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Rifle/MM_Rifle_Idle_ADS.MM_Rifle_Idle_ADS'.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-193688 in the post.
0 |
Component | UE - Anim - Runtime |
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Affects Versions | 5.2, 5.3 |
Target Fix | 5.4 |
Fix Commit | 30376741 |
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Main Commit | 30376766 |
Created | Aug 23, 2023 |
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Resolved | Dec 18, 2023 |
Updated | Jan 20, 2024 |