Well, good question. When the Shaders kept on compiling and found out that is WAS a problem, I wasn’t sure at that point, I had all my files on the D Drive. I have a partition on the drive. Unreal at first wouldn’t load at all when I was running it from the D Drive so I deleted it and re-installed it on the C drive using all the default settings.
Then I set up the Unreal projects on the D Drive, like I said I didn’t know it was a problem at that time but when I found out it was - I created a new folder again on the C Drive and created the FPS shooter and used the starter Pack put out a stack of meshes and saved the project went back in, and there was the compiling of shaders when I started it up “everytime”. There were a lot less shaders this time only 300 or so, because its pretty basic stuff, but, when I incorporated that tree I keep talking about it was well over 1k. So it happens regardless of whichever drive I have the “project” stored on.
Actually I never looked at output log while the shaders were compiling. There are a lot of Yellow and Red Lines appearing like the following:
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LogDerivedDataCache: Display: Failed to write TEXTURE_E01F4250BECD420DA9CE63B5EECEC2C2_OODLE_AutoDXT_11_6D2D972243FD5DA901A2__5728A548ACAC144C0DD81CA3F6A4481B1979E5B0 to HierarchicalDerivedDataBackend. Error: 0 (The operation completed successfully.)
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LogStreaming: Warning: Failed to read file ‘…/…/…/Engine/Content/Editor/Slate/Niagara/Common/FlatButton.png’ error.
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LogDerivedDataCache: C:/Users/Vaughan/AppData/Local/UnrealEngine/Common/DerivedDataCache: Move collision, attempt at redundant update, OK C:/Users/Vaughan/AppData/Local/UnrealEngine/Common/DerivedDataCache/1/5/2/STATICMESH_9CE2B6FB46754B699726C4AA1515F12E_228332BAE0224DD294E232B87D83948FQU__3BDCAB4C2FB5408A649222AFA534588EF1DF2F41.udd.
Got me bamboozled. And don’t forget the swarm will not kick off for a lighting build for whatever reason even with the Antivirus and Windows Defender being turned off!