开启3D Text 插件就烘焙失败

 

开启3D Text 插件就烘焙失败,关闭插件就可以烘焙,使用Axi for ue2024.2.0版本,请问是什么原因

   chenshouzi

 
简介图片
Mate@aximmetry
  -  

您好,

请问,您可以把UEforAxi的日志跟我们分享吗?可以随您便在这里分享或者通过电子邮件(sales@aximmetry.com)。

您在这里可以找到它:
c:\Users\用户名\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Aximmetry+2024.2.0_UnrealEngine\Log.txt
温馨提示:log.txt 是最后一次的烘焙的日志

此致敬礼,

 
简介图片
chenshouzi
  -  

LogAudio: Display: AudioInfo: 'ADPCM' Registered

LogAudio: Display: AudioInfo: 'OGG' Registered

LogAudio: Display: AudioInfo: 'OPUS' Registered

LogAudio: Display: Audio Device Manager Initialized

LogAudio: Display: Creating Audio Device:                 Id: 1, Scope: Shared, Realtime: True

LogAudioMixer: Display: Audio Mixer Platform Settings:

LogAudioMixer: Display:     Sample Rate:                          48000

LogAudioMixer: Display:     Callback Buffer Frame Size Requested: 1024

LogAudioMixer: Display:     Callback Buffer Frame Size To Use:    1024

LogAudioMixer: Display:     Number of buffers to queue:           2

LogAudioMixer: Display:     Max Channels (voices):                32

LogAudioMixer: Display:     Number of Async Source Workers:       0

LogAudio: Display: AudioDevice MaxSources: 32

LogAudio: Display: Audio Spatialization Plugin: None (built-in).

LogAudio: Display: Audio Reverb Plugin: None (built-in).

LogAudio: Display: Audio Occlusion Plugin: None (built-in).

LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2'

LogAudioMixer: Display: Using Audio Hardware Device 扬声器 (Realtek High Definition Audio)

LogAudioMixer: Display: Initializing Sound Submixes...

LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'

LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'

LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=1

LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048, InstanceID=1

LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=1

LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=1

LogInit: FAudioDevice initialized with ID 1.

LogAudio: Display: Audio Device (ID: 1) registered with world 'Untitled'.

LogAudioMixer: Initializing Audio Bus Subsystem for audio device with ID 1

LogCsvProfiler: Display: Metadata set : largeworldcoordinates="1"

LogInit: Undo buffer set to 32 MB

LogInit: Transaction tracking system initialized

LogSourceControl: Uncontrolled asset enumeration started...

LogSourceControl: Uncontrolled asset enumeration finished in 0.002324 seconds (Found 134 uncontrolled assets)

BlueprintLog: New page: 编辑器加载

LocalizationService: 本地化服务已禁用

TimingProfiler: Initialize

TimingProfiler: OnSessionChanged

LoadingProfiler: Initialize

LoadingProfiler: OnSessionChanged

NetworkingProfiler: Initialize

NetworkingProfiler: OnSessionChanged

MemoryProfiler: Initialize

MemoryProfiler: OnSessionChanged

LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154

LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154

LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154

LogFileCache: Scanning file cache for directory 'D:/aximmetry_ue/axi_3Dtext/Content/' took 0.00s

LogLevelSequenceEditor: LevelSequenceEditor subsystem initialized.

LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()

SourceControl: 版本控制已禁用

LogUnrealEdMisc: Loading editor; pre map load, took 7.303

Cmd: MAP LOAD FILE="D:/aximmetry_ue/axi_3Dtext/Content/Main.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3

LightingResults: New page: 光照构建

LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true

LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated

MapCheck: New page: 地图检测

LightingResults: New page: 光照构建

LogAudio: Display: Audio Device unregistered from world 'None'.

LogUObjectHash: Compacting FUObjectHashTables data took   0.65ms

LogAudio: Display: Audio Device (ID: 1) registered with world 'Main'.

LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!

LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000

LogAIModule: Creating AISystem for world Main

LogEditorServer: Finished looking for orphan Actors (0.000 secs)

LogUObjectHash: Compacting FUObjectHashTables data took   0.54ms

Cmd: MAP CHECKDEP NOCLEARLOG

MapCheck: 地图检测完成:0个错误、0个警告、完成用时0.069毫秒。

LogUnrealEdMisc: Total Editor Startup Time, took 7.367

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

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

LogShaderCompilers: Display: Total job queries 0, among them cache hits 0 (0.00%)

LogShaderCompilers: Display: Tracking 0 distinct input hashes that result in 0 distinct outputs (0.00%)

LogShaderCompilers: Display: RAM used: 240.00 B of 819.20 MiB budget. Usage: 0.00%

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

LogShaderCompilers: Display: Shaders Compiled: 0

LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0%)

LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s

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

LogAssetRegistry: Display: Triggering cache save on discovery complete

LogSlate: The tab "TopLeftModeTab" attempted to spawn in layout 'LevelEditor_Layout_v1.8' but failed for some reason. It will not be displayed.

LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden

LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden

LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden

LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden

LogPakFile: Initializing PakPlatformFile

LogPakFile: Display: Mounted Pak file 'E:/axi/FeaturePacks/StarterContent.upack', mount point: 'root:/'

LogSlate: Took 0.000211 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)

LogSlate: Took 0.001343 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansFallback.ttf' (3848K)

LogSlate: Took 0.000153 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)

LogSlate: Took 0.000144 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K)

LogSlate: Took 0.000121 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)

LogViewport: Scene viewport resized to 1436x883, mode Windowed.

LogAssetRegistry: Display: Asset registry cache written as 15.8 MiB to D:/aximmetry_ue/axi_3Dtext/Intermediate/CachedAssetRegistry_*.bin

LogStall: Startup...

LogStall: Startup complete.

LogAximmetry: Display: Reading Aximmetry Projects folder path from "HKEY_LOCAL_MACHINE\SOFTWARE\Aximmetry Technologies\2024.2.0_Content_Common\Location".

LogAximmetry: Display: Aximmetry Projects folder is "D:\".

LogLoad: (Engine Initialization) Total time: 8.27 seconds

LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds

LogAssetRegistry: AssetRegistryGather time 0.0957s: AssetDataDiscovery 0.0295s, AssetDataGather 0.0338s, StoreResults 0.0324s.

LogCollectionManager: Fixed up redirectors for 0 collections in 0.000004 seconds (updated 0 objects)

LogContentStreaming: Texture pool size now 1000 MB

LogPython: registering <class 'ControlRigWorkflows.workflow_deformation_rig_preset.provider'>

Running Python start-up script 'E:/axi/Engine/Plugins/Animation/ControlRig/Content/Python/init_unreal.py': 0.047851 secs

LogSlate: Window '插件' being destroyed

LogSlate: Window '插件' being destroyed

LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.

LogUObjectHash: Compacting FUObjectHashTables data took   0.51ms

LogActorFactory: Loading ActorFactory Class /Script/Engine.LevelInstance

LogEditor: Attempting to add actor of class 'Aximmetry_Virtual_Camera_1-3_Billboards_C' to level at 0.00,0.00,0.00

LogViewport: Scene viewport resized to 496x279, mode Windowed.

LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!

LogSlate: Window '项目设置' being destroyed

LogSlate: Window '项目设置' being destroyed

LogUObjectHash: Compacting FUObjectHashTables data took   1.81ms

LogFileHelpers: InternalPromptForCheckoutAndSave started...

Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Main" FILE="D:/aximmetry_ue/axi_3Dtext/Content/Main.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false

LogUObjectHash: Compacting FUObjectHashTables data took   0.52ms

LogPackageLocalizationCache: Processed 44 localized package path(s) for 2 prioritized culture(s) in 0.006096 seconds

LogSavePackage: Moving output files for package: /Game/Main

LogSavePackage: Moving 'D:/aximmetry_ue/axi_3Dtext/Saved/MainCEECCB704F14239FBD3E2DA57440BA0F.tmp' to 'D:/aximmetry_ue/axi_3Dtext/Content/Main.umap'

LogFileHelpers: Saving map 'Main' took 0.051

LogFileHelpers: InternalPromptForCheckoutAndSave took 116 ms

BlueprintLog: New page: Aximmetry Blueprint Validation

LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""E:/axi/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -platform=Win64 -installed -project="D:/aximmetry_ue/axi_3Dtext/axi_3Dtext.uproject" -unrealexe="E:\axi\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -stage -package -build -pak -iostore -compressed -iterate -clientconfig=Shipping -nodebuginfo" -nocompile -nocompileuat ]

AssetCheck: New page: 资产保存:Main

LogContentValidation: Display: 正在验证/Script/Engine.World /Game/Main.Main

UATHelper: Cooking (Windows): Running AutomationTool...

UATHelper: Cooking (Windows): Using bundled DotNet SDK version: 6.0.302

UATHelper: Cooking (Windows): Starting AutomationTool...

UATHelper: Cooking (Windows): Parsing command line: BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -platform=Win64 -installed -project=D:/aximmetry_ue/axi_3Dtext/axi_3Dtext.uproject -unrealexe=E:\axi\Engine\Binaries\Win64\UnrealEditor-Cmd.exe -stage -package -build -pak -iostore -compressed -iterate -clientconfig=Shipping -nodebuginfo -nocompile -nocompileuat

UATHelper: Cooking (Windows): Initializing script modules...

UATHelper: Cooking (Windows): Total script module initialization time: 0.13 s.

UATHelper: Cooking (Windows): Executing commands...

UATHelper: Cooking (Windows): Setting up ProjectParams for D:\aximmetry_ue\axi_3Dtext\axi_3Dtext.uproject

UATHelper: Cooking (Windows): axi_3Dtext.uproject is has no code, but is being treated as a code-based project because: Text3D plugin is enabled. Creating temporary .Target.cs files.

UATHelper: Cooking (Windows): ********** BUILD COMMAND STARTED **********

UATHelper: Cooking (Windows): Running: E:\axi\Engine\Binaries\ThirdParty\DotNet\6.0.302\windows\dotnet.exe "E:\axi\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" axi_3Dtext Win64 Shipping -Project=D:\aximmetry_ue\axi_3Dtext\axi_3Dtext.uproject -Manifest=D:\aximmetry_ue\axi_3Dtext\Intermediate\Build\Manifest.xml  -remoteini="D:\aximmetry_ue\axi_3Dtext"  -skipdeploy  -log="C:\Users\GH\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+axi\UBT-axi_3Dtext-Win64-Shipping.txt"

UATHelper: Cooking (Windows): Log file: C:\Users\GH\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+axi\UBT-axi_3Dtext-Win64-Shipping.txt

UATHelper: Cooking (Windows): Creating makefile for axi_3Dtext (no existing makefile)

UATHelper: Cooking (Windows): Total execution time: 7.67 seconds

UATHelper: Cooking (Windows): Platform Win64 is not a valid platform to build. Check that the SDK is installed properly.

UATHelper: Cooking (Windows): Took 8.07s to run dotnet.exe, ExitCode=6

UATHelper: Cooking (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\GH\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+axi\UBT-axi_3Dtext-Win64-Shipping.txt)

UATHelper: Cooking (Windows): AutomationTool executed for 0h 0m 11s

UATHelper: Cooking (Windows): AutomationTool exiting with ExitCode=6 (6)

UATHelper: Cooking (Windows): BUILD FAILED

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

 
简介图片
chenshouzi
  -  
最新版本2024.2.0版本的,开启Datasmith c4d imporer这个插件也不能烘焙,以前使用的2023.2.0版本就可以,新版本开启这两个插件其中一个就不能烘焙
 
简介图片
Mate@aximmetry
  -  

您好,

"UATHelper: Cooking (Windows): Platform Win64 is not a valid platform to build. Check that the SDK is installed properly."
问题是还需要更新Visual Studio 2022 免费的社会版本,要不然这个(和比它更新的)版本的Unreal Editor for Aximmetry已经烘焙不了场景。

请您参考一下的文章:
https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/starting-with-aximmetry/how-to-install-aximmetry/#aximmetry-de

温馨提示:只在使用最新版本(2024.3.0 BETA)的时候需要安装 MSVC v143 - VS 2022 C++ x64/x86 build tools (v14.38-17.8)这个工具。您使用的2024.1.0不用它。

此致敬礼,


 
简介图片
chenshouzi
  -  

太好,真的太感谢了,这个问题一直困扰我一个多月

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