User Tools

Site Tools


manual:troubleshooting

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
manual:troubleshooting [2026/01/13 09:47] – created dcsmanual:troubleshooting [2026/01/13 10:05] (current) dcs
Line 7: Line 7:
 They may not resolve every issue, as some problems can have multiple or more complex causes. They may not resolve every issue, as some problems can have multiple or more complex causes.
 </WRAP> </WRAP>
 +
 +----
 +
 +===== Unreal Project takes very long to load on first start =====
 +
 +==== Problem ====
 +
 +When opening the Modding SDK Unreal project for the **first time**, the editor takes a very long time to load or appears to be stuck indefinitely.
 +
 +In some cases, it may look like:
 +  * the editor has frozen
 +  * the loading screen does not progress
 +  * the project is not responding for an extended period of time
 +
 +----
 +
 +==== Possible Cause ====
 +
 +The Modding SDK is delivered **without precompiled shaders**.
 +
 +This means:
 +  * Unreal Engine has to compile all required shaders on first launch
 +  * Shader cache folders and intermediate files must be generated
 +  * This process is **very GPU-intensive**
 +
 +On systems with:
 +  * older graphics cards
 +  * slower CPUs
 +  * limited system resources
 +
 +shader compilation can take a significant amount of time.
 +
 +----
 +
 +==== Possible Solution ====
 +
 +  * **Wait until the shader compilation is completed**
 +  * Do **not** close Unreal Engine during this process
 +  * Monitor CPU and GPU usage to verify that the process is still active
 +
 +Once the shaders are compiled:
 +  * the project will load normally
 +  * subsequent editor launches will be **much faster**
 +
 +This behavior is expected and only occurs during the first startup or after major engine or SDK updates.
  
 ---- ----
Line 24: Line 69:
   * or a file name exceeds the allowed character limit   * or a file name exceeds the allowed character limit
  
-This is a known limitation related to Unreal Engine and Windows file system path lengths.+This issue is related to a **Windows file system limitation**.
  
 ---- ----
Line 30: Line 75:
 ==== Possible Cause ==== ==== Possible Cause ====
  
-Unreal Engine (and the Automation Tool) has a **maximum path length limit**.+Windows has a **maximum file path length of 255 characters**
 + 
 +Unreal Engine and its Automation Tool strictly rely on this limitation.
  
 If: If:
-  * the SDK is located in a deeply nested directory +  * the Modding SDK is stored in a deeply nested directory 
-  * asset folder names are very long +  * plugin folder structures are very deep 
-  * file names are excessively long+  * asset or folder names are very long
  
-the combined path length can exceed the allowed limit, causing the build process to fail.+the combined path length can exceed **255 characters**, causing the build process to fail.
  
 ---- ----
Line 43: Line 90:
 ==== Possible Solution ==== ==== Possible Solution ====
  
-  * Move the Modding SDK to a directory with a **short path**, for example:+  * Extract the Modding SDK to a directory with a **very short path**, for example:
     `C:\SubwaySimSDK\`     `C:\SubwaySimSDK\`
-  * Check your plugin folder structure for: +  * Avoid deeply nested folder structures inside your plugin 
-    * very long folder names +  * Shorten folder and asset names where possible 
-    * deeply nested directories +  * Keep paths inside the plugin as flat and concise as possible
-  * Shorten asset names where possible +
-  * Avoid unnecessary subfolder depth inside your plugin+
  
-After reducing path and file name lengths, run **BuildMod.bat** again.+After reducing path and file name lengths so that they remain below **255 characters**, run **BuildMod.bat** again.
  
-----+{{page>manual:footer}}
manual/troubleshooting.1768294034.txt.gz · Last modified: by dcs

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki