[UE4]The global shader cache file missing 運行錯誤解決辦法


UE4項目在VS中對項目代碼編譯時報如錯,找了好久在UE4論壇上查到了別人的解決方案,貼出來僅供大家參考。

看到一位開發者解釋出錯的原因如下:

There are a number of build configurations available to you, but it helps to think of them as two parts, a "State" and a "Target". In this case, your "State" is DebugGame. There are two "Targets" you could have, one that is blank, so the total build configuration is listed as "DebugGame", and one that is for opening in the editor, so the total build configuration is listed as "DebugGame Editor". The blank target is actually looking for cooked content, and so that probably explains the error message. 

大致意思:有許多構建配置可用,它將它們分為兩個部分,“狀態”和“目標”。 在這種情況下,您的“狀態”是DebugGame。 有兩個“Targets”可以有,一個是空白的,所以總構建配置列為“DebugGame”,一個是在編輯器中打開,所以總構建配置為“DebugGame編輯器”。 空白目標實際上正在查找的是被編譯過的內容,因此可能解釋錯誤消息。 

 不是很懂希望哪位大神能熱心指正一下,或更詳細的解釋一下。

之后看到一個開發者的解決方案:

 

I had this same error when building the engine from source (4.11) and launching the editor.

To solve when launching my C++ project from Visual Studio 2015, I built the following:
- Development Win64
- DebugGame Win64
- Development Editor Win64

And then Debug->Start without debugging with Development Editor Win64.

大致意思是

按下面三種解決方案配置重新構建生成一下:

- Development Win64
- DebugGame Win64
- Development Editor Win64

然后用

Development Editor Win64調試運行就OK了

試了下,確實我這邊的問題解決了,因為即使同樣的問題,大家遇到的情況也可能有細微差別,所以不保證一定能解決大家的問題,貼出來僅供大家參考一下。

順便貼出 論壇上關於本問題的原址:https://forums.unrealengine.com/showthread.php?1993-GlobalShaderCache-PC3D_SM5-bin-is-missing


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