Look like it can run compile a lot of packages even thought it take very long time. And it fire this error at the step
The command '/bin/sh -c ./Engine/Build/BatchFiles/RunUAT.sh BuildGraph -target="Make Installed Build Linux" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=$BUILD_DDC && rm -R -f /home/ue4/UnrealEngine/LocalBuilds/InstalledDDC && python3 /tmp/exclude-components.py /home/ue4/UnrealEngine/LocalBuilds/Engine/Linux $EXCLUDE_DEBUG $EXCLUDE_TEMPLATES && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo ''' returned a non-zero code: 1
Error:
...
LogShaderCompilers: Cleaned the shader compiler working directory '../../../../../Templates/FP_FirstPersonBP/Intermediate/Shaders/tmp/2D974B7D30E64D6ABC38070782A10FD8/'.
LogShaderCompilers: Display: Using Local Shader Compiler.
LogShaderCompilers: Display: Using Local Shader Compiler.
LogDerivedDataCache: Display: Max Cache Size: 512 MB
LogDerivedDataCache: Display: Max Cache Size: 512 MB
LogDerivedDataCache: Display: Starting with empty Boot cache
LogDerivedDataCache: Display: Starting with empty Boot cache
LogDerivedDataCache: Display: Pak cache opened for writing ../../../Engine/DerivedDataCache/Compressed.ddp.E00B44F30929451FBCE6D1EC824CE627.
LogDerivedDataCache: Display: Pak cache opened for writing ../../../Engine/DerivedDataCache/Compressed.ddp.E00B44F30929451FBCE6D1EC824CE627.
LogDerivedDataCache: Display: Files in ../../../Engine/DerivedDataCache will be touched.
LogDerivedDataCache: Display: Files in ../../../Engine/DerivedDataCache will be touched.
LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
LogMaterial: Verifying Global Shaders for SF_VULKAN_SM5
LogMaterial: Verifying Global Shaders for SF_VULKAN_SM5
Took 1974.943987s to run UE4Editor, ExitCode=137
SafeDeleteFile /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/BuildDerivedDataCache/DerivedDataCache-2020.09.13-17.31.23.txt
SafeCopyFile /home/ue4/UnrealEngine/Engine/Programs/AutomationTool/Saved/DerivedDataCache-2020.09.13-16.58.26.txt /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/BuildDerivedDataCache/DerivedDataCache-2020.09.13-17.31.23.txt
SafeDeleteFile /home/ue4/UnrealEngine/Engine/Programs/AutomationTool/Saved/DerivedDataCache-2020.09.13-16.58.26.txt
Editor terminated with exit code 137 (signal 9) while running DerivedDataCache for /home/ue4/UnrealEngine/Templates/FP_FirstPersonBP/FP_FirstPersonBP.uproject; see log /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/BuildDerivedDataCache/DerivedDataCache-2020.09.13-17.31.23.txt
CommandletException: Editor terminated with exit code 137 (signal 9) while running DerivedDataCache for /home/ue4/UnrealEngine/Templates/FP_FirstPersonBP/FP_FirstPersonBP.uproject; see log /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/BuildDerivedDataCache/DerivedDataCache-2020.09.13-17.31.23.txt
at AutomationTool.CommandUtils.RunCommandlet (Tools.DotNETCommon.FileReference ProjectName, System.String UE4Exe, System.String Commandlet, System.String Parameters, System.String& DestLogFile) [0x0076d] in <a42dab4b6f5a444699116981ba4db57a>:0
at AutomationTool.CommandUtils.RunCommandlet (Tools.DotNETCommon.FileReference ProjectName, System.String UE4Exe, System.String Commandlet, System.String Parameters) [0x00001] in <a42dab4b6f5a444699116981ba4db57a>:0
at AutomationTool.CommandUtils.DDCCommandlet (Tools.DotNETCommon.FileReference ProjectName, System.String UE4Exe, System.String[] Maps, System.String TargetPlatform, System.String Parameters) [0x00046] in <a42dab4b6f5a444699116981ba4db57a>:0
at BuildDerivedDataCache.ExecuteBuild () [0x00279] in <1f0a7868116d464ebcb98357caaf887f>:0
at AutomationTool.BuildCommand.Execute () [0x00001] in <a42dab4b6f5a444699116981ba4db57a>:0
at AutomationTool.Automation.Execute (System.Collections.Generic.List`1[T] CommandsToExecute, System.Collections.Generic.Dictionary`2[TKey,TValue] Commands) [0x0007c] in <a42dab4b6f5a444699116981ba4db57a>:0
at AutomationTool.Automation.Process (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00282] in <a42dab4b6f5a444699116981ba4db57a>:0
at AutomationTool.Program.MainProc (System.String[] Arguments, UnrealBuildTool.StartupTraceListener StartupListener) [0x00001] in <f7503fec37364d02a6b7213fe9d9947f>:0
at AutomationTool.Program+<>c__DisplayClass1_0.<Main>b__2 () [0x00000] in <f7503fec37364d02a6b7213fe9d9947f>:0
at AutomationTool.InternalUtils.RunSingleInstance (System.Func`1[TResult] Main) [0x000a0] in <a42dab4b6f5a444699116981ba4db57a>:0
at AutomationTool.Program.Main (System.String[] Arguments) [0x0020a] in <f7503fec37364d02a6b7213fe9d9947f>:0
AutomationTool exiting with ExitCode=1 (Error_Unknown)
Took 1989.183669s to run mono, ExitCode=1
AutomationTool exiting with ExitCode=1 (Error_Unknown)
RunUAT ERROR: AutomationTool was unable to run successfully.
The command '/bin/sh -c ./Engine/Build/BatchFiles/RunUAT.sh BuildGraph -target="Make Installed Build Linux" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=$BUILD_DDC && rm -R -f /home/ue4/UnrealEngine/LocalBuilds/InstalledDDC && python3 /tmp/exclude-components.py /home/ue4/UnrealEngine/LocalBuilds/Engine/Linux $EXCLUDE_DEBUG $EXCLUDE_TEMPLATES && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo ''' returned a non-zero code: 1
[ue4-docker build] Error: failed to build image "adamrehn/ue4-minimal:4.23.1-pixelstreaming-opengl".
I've built the image with Linux container on Windows 10 with WSL2, the machine also a nVIDIA card. I've tried to understand what happen and how to fix it but.. it's look strange to me. I guess it failed at the step RunUAT.sh
Hi all,
I folling this https://adamrehn.com/articles/pixel-streaming-in-linux-containers/ to build a custom Pixel Streaming image, run the sample command:
Look like it can run compile a lot of packages even thought it take very long time. And it fire this error at the step
Error:
I've built the image with Linux container on Windows 10 with WSL2, the machine also a nVIDIA card. I've tried to understand what happen and how to fix it but.. it's look strange to me. I guess it failed at the step RunUAT.sh
Please help me to figure out...
PS: is this image adamrehn/ue4-engine:4.23.1-pixelstreaming-opengl can run a demo like this https://www.youtube.com/watch?v=tcGJMiPxq5A
Thank you