• 虚幻4编译手记


    虚幻4的源文件组织码相对与虚幻3个人感觉清楚了很多,明显是良心准备过的。编译非常简单,基本都是自动化一键生成的,去git下两个依赖文件(有个可选项,我没下),解压与源代码文件融合,运行根目录下的GenerateProjectFiles.bat文件1分钟以内就生成了一个sln解决方案文件,打开选择development Editor,直接build UE4即可,不需要其他的任何设置。编译时间会持续15到40分钟。编译完成后,直接调试就可以打开编辑器。

    可选项:GenerateProjectFiles.bat默认会生成所有检测到SDK的平台的构建项目,使用-CurrentPlatform来仅生成当前平台的构建项目。
    重要的一点:每次更新源代码后都要运行GenerateProjectFiles.bat,否则可能会无法编译。如果自己改动了模块(比如增删源文件),也要重新运行GenerateProjectFiles.bat。官方不推荐手动更改项目文件。也可以使用UnrealVS来重新生成项目当前加载项目的项目文件。
    如果只是想使用学习UE4的话,推荐还是使用官方编译好的编辑器,以防止出现一些无解的问题。

    记录几个我在windows上构建时遇到的几个小细节。

    1、依赖包的正确融合

    2、保持磁盘空间在15G以上

    3、生成完成后如果在编译DefaultDeferredDecalMaterial时候自动退出,注销系统再启动即可。(具体原因不是很清楚,可能是因为某些程序被长期占用的缘故。)

    但是需要注意的是:

    使用Development Editor编译出来的编辑器在我的电脑上经常出现打包问题,因该是从来没有打包成功过,而且打包过程相当缓慢。最后打包失败似乎还是因为编译DefaultDeferredDecalMaterial失败。

    没有仔细读过官方文档,具体问题原因还不知道,希望知道答案的人赐教。

    log如下:

    Log file open, 03/22/14 11:27:34
    LogInit:Display: Running engine without a game
    LogInit: Version: 4.0.1-0+UE4
    LogInit: Compiled (64-bit): Mar 22 2014 05:19:06
    LogInit: Build Configuration: Development
    LogInit: Branch Name: UE4
    LogInit: Command line:
    LogInit: Base directory: D:/UnrealEngine4/Engine/Binaries/Win64/
    [2014.03.22-23.27.34:166][  0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
    [2014.03.22-23.27.34:243][  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
    [2014.03.22-23.27.34:425][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [2014.03.22-23.27.34:629][  0]LogInit: Object subsystem initialized
    [2014.03.22-23.27.34:710][  0]LogInit: Selected Device Profile: [Windows]
    [2014.03.22-23.27.34:721][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
    [2014.03.22-23.27.34:813][  0]LogInit: Computer: WUBUGUI-PC
    [2014.03.22-23.27.34:813][  0]LogInit: User: wubugui
    [2014.03.22-23.27.34:816][  0]LogInit: CPU Page size=4096, Cores=4
    [2014.03.22-23.27.34:816][  0]LogInit: High frequency timer resolution =2.046191 MHz
    [2014.03.22-23.27.34:816][  0]LogInit: Memory total: Physical=7.9GB (8GB approx) Pagefile=8184.1GB Virtual=8192.0GB
    [2014.03.22-23.27.34:915][  0]LogD3D11RHI: Found D3D11 adapter 0: Intel(R) HD Graphics 4000 (Feature Level 11_0)
    [2014.03.22-23.27.34:915][  0]LogD3D11RHI: Adapter has 2094MB of dedicated video memory, 0MB of dedicated system memory, and 3777MB of shared system memory
    [2014.03.22-23.27.34:956][  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
    [2014.03.22-23.27.34:978][  0]LogD3D11RHI: Async texture creation enabled
    [2014.03.22-23.27.36:101][  0]LogContentStreaming: Texture pool size is 0.000000MB
    [2014.03.22-23.27.36:327][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    [2014.03.22-23.27.39:854][  0]LogTargetPlatformManager:Display: Building Assets For Windows
    [2014.03.22-23.27.40:131][  0]LogTargetPlatformManager:Display: Building Assets For Windows
    [2014.03.22-23.27.40:226][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB

    [2014.03.22-23.27.40:226][  0]LogDerivedDataCache:Warning: Could not find memory cache ../../../Engine/DerivedDataCache/Boot.ddc.
    [2014.03.22-23.27.40:226][  0]LogDerivedDataCache:Warning: Could not load Boot cache: ../../../Engine/DerivedDataCache/Boot.ddc
    [2014.03.22-23.27.40:226][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    [2014.03.22-23.27.40:226][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
    [2014.03.22-23.27.40:226][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    [2014.03.22-23.27.40:226][  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
    [2014.03.22-23.27.40:238][  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
    [2014.03.22-23.27.45:492][  0]LogDerivedDataCache:Warning: Fail to write to //epicgames.net/root/UE4DDC, derived data cache to this directory will be read only.
    [2014.03.22-23.27.45:493][  0]LogDerivedDataCache:Warning: Shared data cache path was not usable, will not use it.
    [2014.03.22-23.27.45:493][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
    [2014.03.22-23.27.55:507][  0]LogTexture:Display: c(匉4? Bad (BGRA8)
    [2014.03.22-23.27.55:536][  0]LogTexture:Display: c(匉4? Bkgnd (AutoDXT)
    [2014.03.22-23.27.55:572][  0]LogTexture:Display: c(匉4? BkgndHi (AutoDXT)
    [2014.03.22-23.27.55:970][  0]LogMeshUtilities: No automatic mesh reduction module available
    [2014.03.22-23.27.55:970][  0]LogMeshUtilities: No automatic mesh merging module available
    [2014.03.22-23.27.55:971][  0]LogStaticMesh: c(匉YQ<EditorCube...
    [2014.03.22-23.27.56:044][  0]LogStaticMesh: Built static mesh [126.306877ms] /Engine/EditorMeshes/EditorCube.EditorCube
    [2014.03.22-23.27.56:243][  0]LogStaticMesh: c(匉YQ<EditorSphere...
    [2014.03.22-23.27.56:383][  0]LogStaticMesh: Built static mesh [140.656464ms] /Engine/EditorMeshes/EditorSphere.EditorSphere
    [2014.03.22-23.27.56:473][  0]LogStaticMesh: c(匉YQ<EditorPlane...
    [2014.03.22-23.27.56:474][  0]LogStaticMesh: Built static mesh [0.686642ms] /Engine/EditorMeshes/EditorPlane.EditorPlane
    [2014.03.22-23.27.56:506][  0]LogStaticMesh: c(匉YQ<EditorCylinder...
    [2014.03.22-23.27.56:520][  0]LogStaticMesh: Built static mesh [13.810538ms] /Engine/EditorMeshes/EditorCylinder.EditorCylinder
    [2014.03.22-23.27.56:612][  0]LogTexture:Display: c(匉4? Texture2D_28 (AutoDXT)
    [2014.03.22-23.27.56:733][  0]LogTexture:Display: c(匉4? Default (BGRA8)
    [2014.03.22-23.27.57:195][  0]LogTexture:Display: c(匉4? T_Default_Material_Grid_M (AutoDXT)
    [2014.03.22-23.27.57:563][  0]LogTexture:Display: c(匉4? T_Default_Material_Grid_N (BC5)
    [2014.03.22-23.27.57:678][  0]LogTexture:Display: c(匉4? DefaultDiffuse (AutoDXT)
    [2014.03.22-23.27.59:443][  0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling.
    [2014.03.22-23.28.54:361][  0]LogMaterial: Missing cached shader map for material DefaultDeferredDecalMaterial, compiling.
    [2014.03.22-23.28.54:967][  0]LogShaderCompilers:Warning:     warning: Unknown encoding: zh_CN

    [2014.03.22-23.28.54:967][  0]LogWindows:Error: appError called: Failed to compile default material /Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial!
    [2014.03.22-23.28.54:967][  0]LogWindows:Error: Windows GetLastError: 蚛煂 (0)
    [2014.03.22-23.29.58:660][  0]LogWindows: === Critical error: ===

  • 相关阅读:
    DS02--线性表
    DS01--抽象数据类型
    C语言最后一次作业--总结报告
    C语言第十一次作业--函数嵌套调用
    你还有很多要学的东西
    Google Guice 系列教程 - 基础实践
    Eclim指令集
    maven入门案例
    从java调用groovy
    linux下安装Groovy环境
  • 原文地址:https://www.cnblogs.com/wubugui/p/3617685.html
Copyright © 2020-2023  润新知