COOK FAIL

 

Hello Everyone, Im trying to cooking the project but its fail.


Can It be the cause?

LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Aximmetry/2024.3.0_UnrealEngine/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -platform=Win64 -installed -project="C:/Users/LuisCenturion/Documents/Unreal Projects/SinergiaTV_Studio/SinergiaTV_Studio.uproject" -unrealexe="C:\Program Files\Aximmetry\2024.3.0_UnrealEngine\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -stage -package -build -pak -iostore -compressed -iterate" -nocompile -nocompileuat ]

   Iliada Films

 
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Iliada Films
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LogD3D12RHI: Creating RTPSO with 231 shaders (0 cached, 1 new) took 130.23 ms. Compile time 126.15 ms, link time 4.01 ms.

LogD3D12RHI: Creating RTPSO with 232 shaders (0 cached, 1 new) took 118.58 ms. Compile time 114.98 ms, link time 3.54 ms.

LogD3D12RHI: Creating RTPSO with 233 shaders (0 cached, 1 new) took 85.77 ms. Compile time 82.29 ms, link time 3.42 ms.

LogD3D12RHI: Creating RTPSO with 234 shaders (0 cached, 1 new) took 88.68 ms. Compile time 85.14 ms, link time 3.46 ms.

LogD3D12RHI: Creating RTPSO with 235 shaders (0 cached, 1 new) took 84.04 ms. Compile time 80.39 ms, link time 3.58 ms.

LogSlate: Window 'Open Asset' being destroyed

LogSlate: Window 'Open Asset' being destroyed

LogShaderCompilers: Display: ================================================

LogShaderCompilers: Display: === FShaderJobCache stats ===

LogShaderCompilers: Display: Total job queries 802, among them cache hits 82 (10.22%), DDC hits 179 (22.32%), Duplicates 188 (23.44%)

LogShaderCompilers: Display: Tracking 532 distinct input hashes that result in 386 distinct outputs (72.56%)

LogShaderCompilers: Display: RAM used: 10.35 MiB of 3.20 GiB budget. Usage: 0.32%

LogShaderCompilers: Display: === Shader Compilation stats ===

LogShaderCompilers: Display: Shaders Compiled: 353

LogShaderCompilers: Display: Jobs assigned 353, completed 353 (100%)

LogShaderCompilers: Display: Average time worker was idle: 33.74 s

LogShaderCompilers: Display: Time job spent in pending queue: average 4.77 s, longest 12.08 s

LogShaderCompilers: Display: Job execution time: average 0.96 s, max 3.20 s

LogShaderCompilers: Display: Job life time (pending + execution): average 5.72 s, max 13.61

LogShaderCompilers: Display: Shader code size: average 40.287 KiB, min 3.898 KiB, max 70.273 KiB

LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 39.82 s

LogShaderCompilers: Display: Mutex wait stall in FShaderJobCache::SubmitJobs:  0.12%

LogShaderCompilers: Display: Jobs were issued in 353 batches (only local compilation was used), average 1.00 jobs/batch

LogShaderCompilers: Display: Average processing rate: 8.86 jobs/sec

LogShaderCompilers: Display: Total thread time: 260.402 s

LogShaderCompilers: Display: Total thread preprocess time: 12.148 s

LogShaderCompilers: Display: Percentage time preprocessing: 4.67%

LogShaderCompilers: Display: Effective parallelization: 6.54 (times faster than compiling all shaders on one thread). Compare with number of workers: 12

LogShaderCompilers: Display: Top 5 most expensive shader types by average time:

LogShaderCompilers: Display:                         TBasePassCSTLightMapPolicyHQSkylight (compiled    1 times, average 2.25 sec, max 2.25 sec, min 2.25 sec)

LogShaderCompilers: Display:  TBasePassCSTDistanceFieldShadowsAndLightMapPolicyHQSkylight (compiled    1 times, average 2.24 sec, max 2.24 sec, min 2.24 sec)

LogShaderCompilers: Display:                         TBasePassCSTLightMapPolicyLQSkylight (compiled    1 times, average 2.22 sec, max 2.22 sec, min 2.22 sec)

LogShaderCompilers: Display:                                 TBasePassCSTLightMapPolicyLQ (compiled    1 times, average 2.19 sec, max 2.19 sec, min 2.19 sec)

LogShaderCompilers: Display:                                 TBasePassCSTLightMapPolicyHQ (compiled    1 times, average 2.12 sec, max 2.12 sec, min 2.12 sec)

LogShaderCompilers: Display: Top 5 shader types by total compile time:

LogShaderCompilers: Display:                                             FDebugViewModePS - 15.60% of total time (compiled   35 times, average 1.16 sec, max 1.31 sec, min 0.91 sec)

LogShaderCompilers: Display:                                TMaterialCHSFNoLightMapPolicy - 14.26% of total time (compiled   41 times, average 0.91 sec, max 1.11 sec, min 0.70 sec)

LogShaderCompilers: Display:                                 TBasePassPSFNoLightMapPolicy - 8.66% of total time (compiled   40 times, average 0.56 sec, max 1.48 sec, min 0.45 sec)

LogShaderCompilers: Display:                                       FPostProcessMaterialPS - 3.80% of total time (compiled   29 times, average 0.34 sec, max 0.39 sec, min 0.24 sec)

LogShaderCompilers: Display:                   TMaterialCHSFNoLightMapPolicyFAnyHitShader - 3.69% of total time (compiled    9 times, average 1.07 sec, max 1.40 sec, min 0.80 sec)

LogShaderCompilers: Display: === Material stats ===

LogShaderCompilers: Display: Materials Cooked:        0

LogShaderCompilers: Display: Materials Translated:    135

LogShaderCompilers: Display: Material Total Translate Time: 0.09 s

LogShaderCompilers: Display: Material Translation Only: 0.04 s (38%)

LogShaderCompilers: Display: Material DDC Serialization Only: 0.00 s (2%)

LogShaderCompilers: Display: Material Cache Hits: 37 (27%)

LogShaderCompilers: Display: ================================================

LogUObjectHash: Compacting FUObjectHashTables data took   0.74ms

LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Aximmetry/2024.3.0_UnrealEngine/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -platform=Win64 -installed -project="C:/Users/LuisCenturion/Documents/Unreal Projects/SinergiaTV_Studio/SinergiaTV_Studio.uproject" -unrealexe="C:\Program Files\Aximmetry\2024.3.0_UnrealEngine\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -stage -package -build -pak -iostore -compressed -iterate" -nocompile -nocompileuat ]

LogAximmetry: Error: Cooking failed. (Result: "Failed".)

 
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Eifert@Aximmetry
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Hi,

Unfortunately, that error message is not very informative. I recommend first installing Visual Studio 2022, as described in this guide: https://aximmetry.com/learn/virtual-production-workflow/starting-with-aximmetry/how-to-install-aximmetry/#aximmetry-de

Visual Studio 2022 is necessary for cooking if your project uses custom code or plugins.

Warmest regards,

;