manual:troubleshooting
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| - | ====== Troubleshooting ====== | + | ===== Unreal Project takes very long to load on first start ===== |
| - | This page lists common problems that may occur while working with the SubwaySim 2 Modding SDK, along with possible solutions | + | ==== Problem ==== |
| + | |||
| + | When opening | ||
| + | |||
| + | 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** | ||
| - | <WRAP center round warning 900px> | + | This behavior is expected |
| - | The solutions listed on this page are **suggestions | + | |
| - | They may not resolve every issue, as some problems can have multiple | + | |
| - | </ | + | |
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| * or a file name exceeds the allowed character limit | * or a file name exceeds the allowed character limit | ||
| - | This is a known limitation | + | This issue is related to a **Windows file system |
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| ==== Possible Cause ==== | ==== Possible Cause ==== | ||
| - | Unreal Engine (and the Automation Tool) has a **maximum path length | + | Windows |
| + | |||
| + | Unreal Engine and its Automation Tool strictly rely on this limitation. | ||
| If: | If: | ||
| - | * the SDK is located | + | * the Modding |
| - | * asset folder | + | * plugin |
| - | * file names are excessively | + | * asset or folder |
| - | the combined path length can exceed | + | the combined path length can exceed |
| ---- | ---- | ||
| Line 54: | Line 90: | ||
| ==== Possible Solution ==== | ==== Possible Solution ==== | ||
| - | * Move the Modding SDK to a directory with a **short path**, for example: | + | * Extract |
| `C: | `C: | ||
| - | * Check your plugin | + | * Avoid deeply nested folder structures inside |
| - | * very long folder names | + | * Shorten |
| - | * deeply nested directories | + | * Keep paths inside |
| - | * Shorten asset names where possible | + | |
| - | * Avoid unnecessary subfolder depth inside | + | |
| - | After reducing path and file name lengths, run **BuildMod.bat** again. | + | After reducing path and file name lengths |
| - | ---- | + | {{page> |
manual/troubleshooting.1768294558.txt.gz · Last modified: by dcs
