Request from Licensee:
When launch Launching in the editor, it seems that asset registries of platforms other than those specified in Launch are also generated.
LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks ... LogStats: ... FixupPackageDependenciesForChunks complete. - 0.000 s LogAssetRegistryGenerator: Display: Saving asset registry. LogAssetRegistryGenerator: Display: Generated asset registry num assets 6593, size is 13102.10 kb LogAssetRegistryGenerator: Display: Done saving asset registry. LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks ... LogStats: ... FixupPackageDependenciesForChunks complete. - 0.000 s LogAssetRegistryGenerator: Display: Saving asset registry. LogAssetRegistryGenerator: Display: Generated asset registry num assets 6593, size is 13102.10 kb LogAssetRegistryGenerator: Display: Done saving asset registry. LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks ... LogStats: ... FixupPackageDependenciesForChunks complete. - 0.000 s LogAssetRegistryGenerator: Display: Saving asset registry. LogAssetRegistryGenerator: Display: Generated asset registry num assets 6593, size is 13102.10 kb LogAssetRegistryGenerator: Display: Done saving asset registry. LogAssetRegistryGenerator: Starting FixupPackageDependenciesForChunks ... LogStats: ... FixupPackageDependenciesForChunks complete. - 0.000 s LogAssetRegistryGenerator: Display: Saving asset registry. LogAssetRegistryGenerator: Display: Generated asset registry num assets 6593, size is 13102.10 kb LogAssetRegistryGenerator: Display: Done saving asset registry.
Since this is not an insignificant amount of work if the number of assets of the game is large, might be better to limit it to the platform being launched on.
If you "Cook in the Editor" via the experimental editor options, launching in another process only saves the registry for the specified platform in UCookOnTheFlyServer::GenerateAssetRegistry().
If in the SavingAssetRegistry loop inside of UCookOnTheFlyServer::CookByTheBookFinished() we were to add code like the following to early out if the platform is not the one being cooked, seems like it should work:
SCOPE_TIMER(SavingAssetRegistry); for (TPair<FName, FAssetRegistryGenerator*>& Pair : RegistryGenerators) { TArray<FName> CookedPackagesFilenames; TArray<FName> IgnorePackageFilenames; const FName& PlatformName = Pair.Key; FAssetRegistryGenerator& Generator = *Pair.Value; if (!CookByTheBookOptions->TargetPlatformNames.Contains(PlatformName)) { continue; } //...
Originally requested here:
Launchで指定したプラットフォーム以外のアセットレジストリも生成されます
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0 |
Component | UE - Foundation - Core - Cooker |
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Target Fix | 4.25 |
Created | Jan 18, 2018 |
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Resolved | Jan 21, 2020 |
Updated | Aug 21, 2021 |