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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201261 in the post.
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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 |