Description

Up to date assets are cooked when a project is not located inside UE4 root directory.

An Additional note from the user:

"My impression is this issue is caused in part by FPaths::MakeStandardFilename() being unable to create a relative path if the project directory is outside of the root directory and it appears that there are mismatches between relative and absolute path strings. I saw cases where FPackageNameCache::GetCachedPackageFilenameToPackageFName() was returning NULL because the passed in StandardPackageFilename did not match the path generated in FPackageNameCache::Cache() that was causing cooked assets to be deleted."

Steps to Reproduce

Steps to Reproduce:

  1. Create a new project and place it outside of the UE4 root directory. For example, "c:\programfiles\perforce\unreal_editor" as a UE4 root, and the project directory placed t in c:\programfiles\perforce
  2.  Click the Launch button, wait for the 'Cooking in the editor' step to complete (default platform Windows)
  3.  Cancel the build
  4. Click Launch again, notice that some packages were rebuilt.

 

Results:

Cooked assets should not rebuild when unchanged.

Expected:

Cooked assets are rebuilt when unchanged.

 

Additional Notes:

To contrast this behavior:

  1. Create a new project and place it inside of the UE4 root directory. For example,  root directory c:\open\perforce\unreal_editor and  the project in c:\open\unreal_editor\Projects
  2.  Click the Launch button, wait for the 'Cooking in the editor' step to complete (default platform Windows)
  3. . Cancel the build
  4. Click Launch again, notice that no packages were rebuilt

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Non-Issue
ComponentUE - Foundation - Core
Affects Versions4.244.25
Target Fix4.26
CreatedApr 23, 2020
ResolvedApr 27, 2020
UpdatedApr 27, 2020