Running with `r.AsyncPipelineCompile=0` causes the issue not to happen.
It fails to open about 4 times out of 5. No such problem in development build., it always succeeds.
We noticed that if we delete a Projectname_PCD3D_SM6.upipelinecache file from the appdata folder, then we can start the app without problem until the problem start happening again after a while.
After that, I have checked the ShaderPipelineCache.cpp file and added some breakpoints for the tick function. From what I see, the CurrentCacheTask variable is valid and ticking, but never gets finished [Image Removed]. The "if (!bHasActiveCacheTask || bHasCurrentCacheTaskCompleted )" line returns false, ReadyForAutoSave() returns false, GetShaderPipelineCacheSaveBoundPSOLog() also false, it keeps ticking the CurrentCacheTask.
CurrentCacheTask has bOpened false, bReady true.
Unknown
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201261 in the post.
0 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 5.3 |
Target Fix | 5.5 |
Fix Commit | 35174590 |
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Created | Nov 27, 2023 |
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Resolved | Sep 24, 2024 |
Updated | Oct 18, 2024 |