2020-10-24 UE4更改缓存路径

UE4 缓存路径修改指南
该博客介绍了如何找到并修改UE4引擎的配置文件BaseEngine.ini,以改变项目缓存的保存位置,将其设置为项目根目录,从而方便管理和清理游戏开发过程中的缓存数据。

找到自己的UE4引擎安装目录下的一个配置目录,比如:D:\Epic Games\UE_4.24\Engine\Config。

打开文件BaseEngine.ini文件,将文件中[InstalledDerivedDataBackendGraph]这个条目下的Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path="%ENGINEVERSIONAGNOSTICUSERDIR%DerivedDataCache", EditorOverrideSetting=LocalDerivedDataCache)中的"%ENGINEVERSIONAGNOSTICUSERDIR%DerivedDataCache"更改为"%GAMEDIR%DerivedDataCache",打开项目之后,缓存路径就在项目的根目录创建了。

重新生成开始于 10:51... 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Tracing\EpicGames.Tracing.csproj (用时 1 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Slack\EpicGames.Slack.csproj (用时 12 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Core\EpicGames.Core.csproj (用时 16 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.IoHash\EpicGames.IoHash.csproj (用时 9 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\EpicGames.Perforce.Managed.csproj (用时 17 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.OIDC\EpicGames.OIDC.csproj (用时 17 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.BuildGraph\EpicGames.BuildGraph.csproj (用时 16 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Serialization\EpicGames.Serialization.csproj (用时 16 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Redis\EpicGames.Redis.csproj (用时 18 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\EpicGames.Perforce.csproj (用时 16 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.UHT\EpicGames.UHT.csproj (用时 17 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Box\EpicGames.Box.csproj (用时 16 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.AspNet\EpicGames.AspNet.csproj (用时 3 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MongoDB\EpicGames.MongoDB.csproj (用时 17 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\EpicGames.MsBuild.csproj (用时 34 毫秒)。 1>------ 已启动全部重新生成: 项目: EpicGames.Tracing, 配置: Development Any CPU ------ 2>------ 已启动全部重新生成: 项目: EpicGames.Slack, 配置: Development Any CPU ------ 3>------ 已启动全部重新生成: 项目: EpicGames.Oodle, 配置: Development Any CPU ------ 4>------ 已启动全部重新生成: 项目: EpicGames.OIDC, 配置: Development Any CPU ------ 5>------ 已启动全部重新生成: 项目: EpicGames.MongoDB, 配置: Development Any CPU ------ 6>------ 已启动全部重新生成: 项目: EpicGames.Core, 配置: Development Any CPU ------ 7>------ 已启动全部重新生成: 项目: ScriptGeneratorUbtPlugin.ubtplugin, 配置: Development Any CPU ------ 8>------ 已跳过全部重新生成: 项目: UE5, 配置: BuiltWithUnrealBuildTool Win64 ------ 8>没有为此解决方案配置选中要生成的项目 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Oodle\EpicGames.Oodle.csproj (用时 111 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Horde\EpicGames.Horde.csproj (用时 117 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\EpicGames.Perforce.Fixture.csproj (用时 114 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj (用时 138 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\UE5ProgramRules.csproj (用时 139 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Apple\Apple.Automation.csproj (用时 140 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj (用时 140 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj (用时 115 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj (用时 140 毫秒)。 已还原 F:\UE5TEST\CCD53\Intermediate\Build\BuildRulesProjects\CCD53ModuleRules\CCD53ModuleRules.csproj (用时 116 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\SmartlingLocalization\SmartlingLocalization.Automation.csproj (用时 114 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj (用时 115 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\LowLevelTests\LowLevelTests.Automation.csproj (用时 99 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj (用时 103 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj (用时 115 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\AutomationTool.csproj (用时 142 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj (用时 106 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\CookedEditor\CookedEditor.Automation.csproj (用时 115 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj (用时 141 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj (用时 106 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptGeneratorUbtPlugin.ubtplugin.csproj (用时 1 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Jupiter\EpicGames.Jupiter.csproj (用时 2 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\EpicGames.Build.csproj (用时 4 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj (用时 19 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj (用时 15 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj (用时 16 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\UE5Rules.csproj (用时 14 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\MarketplaceRules.csproj (用时 13 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\SteamDeck\SteamDeck.Automation.csproj (用时 16 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Turnkey\Turnkey.Automation.csproj (用时 17 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\CrowdinLocalization\CrowdinLocalization.Automation.csproj (用时 13 毫秒)。 已还原 D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj (用时 16 毫秒)。 7>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\ScriptPlugin\Source\ScriptGeneratorUbtPlugin\ScriptCodeGeneratorBase.cs(13,7,13,22): error CS0246: 未能找到类型或命名空间名“UnrealBuildTool”(是否缺少 using 指令或程序集引用?) 7>已完成生成项目“ScriptGeneratorUbtPlugin.ubtplugin.csproj”的操作 - 失败。 3>EpicGames.Oodle -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Oodle\bin\Development\net6.0\EpicGames.Oodle.dll 2>EpicGames.Slack -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Slack\bin\Development\net6.0\EpicGames.Slack.dll 5>EpicGames.MongoDB -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MongoDB\bin\Development\net6.0\EpicGames.MongoDB.dll 4>EpicGames.OIDC -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.OIDC\bin\Development\net6.0\EpicGames.OIDC.dll 6>EpicGames.Core -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Core\bin\Development\net6.0\EpicGames.Core.dll 9>------ 已启动全部重新生成: 项目: EpicGames.Perforce, 配置: Development Any CPU ------ 10>------ 已启动全部重新生成: 项目: EpicGames.MsBuild, 配置: Development Any CPU ------ 11>------ 已启动全部重新生成: 项目: EpicGames.Jupiter, 配置: Development Any CPU ------ 12>------ 已启动全部重新生成: 项目: EpicGames.IoHash, 配置: Development Any CPU ------ 13>------ 已启动全部重新生成: 项目: EpicGames.Box, 配置: Development Any CPU ------ 12>EpicGames.IoHash -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.IoHash\bin\Development\net6.0\EpicGames.IoHash.dll 14>------ 已启动全部重新生成: 项目: EpicGames.Serialization, 配置: Development Any CPU ------ 1>EpicGames.Tracing -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Tracing\bin\Development\net6.0\EpicGames.Tracing.dll 13>EpicGames.Box -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Box\bin\Development\net6.0\EpicGames.Box.dll 11>EpicGames.Jupiter -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Jupiter\bin\Development\net6.0\EpicGames.Jupiter.dll 14>EpicGames.Serialization -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Serialization\bin\Development\net6.0\EpicGames.Serialization.dll 15>------ 已启动全部重新生成: 项目: EpicGames.Redis, 配置: Development Any CPU ------ 16>------ 已启动全部重新生成: 项目: EpicGames.Horde, 配置: Development Any CPU ------ 17>------ 已启动全部重新生成: 项目: EpicGames.BuildGraph, 配置: Development Any CPU ------ 18>------ 已启动全部重新生成: 项目: EpicGames.AspNet, 配置: Development Any CPU ------ 9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(452,42,452,123): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849) 9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(473,42,473,117): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849) 9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(495,44,495,110): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849) 9>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\PerforceConnection.cs(2403,44,2403,111): warning CA1849: “IPerforceConnection.Command(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, string?, bool)”同步阻止。改为等待“IPerforceConnection.CommandAsync<T>(string, IReadOnlyList<string>, IReadOnlyList<string>?, byte[]?, CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849) 15>EpicGames.Redis -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Redis\bin\Development\net6.0\EpicGames.Redis.dll 17>EpicGames.BuildGraph -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.BuildGraph\bin\Development\net6.0\EpicGames.BuildGraph.dll 18>EpicGames.AspNet -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.AspNet\bin\Development\net6.0\EpicGames.AspNet.dll 16>EpicGames.Horde -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Horde\bin\Development\net6.0\EpicGames.Horde.dll 9>EpicGames.Perforce -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce\bin\Development\net6.0\EpicGames.Perforce.dll 9>已完成生成项目“EpicGames.Perforce.csproj”的操作。 19>------ 已启动全部重新生成: 项目: EpicGames.Perforce.Managed, 配置: Development Any CPU ------ 10>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\CsProjBuilder.cs(249,8,249,20): warning CA2200: 再次引发捕获到的异常会更改堆栈信息 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2200) 10>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\CsProjBuilder.cs(305,10,305,72): warning CA2249: 使用 "string.Contains" 而不是 "string.IndexOf" 来提高可读性 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2249) 10>EpicGames.MsBuild -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.MsBuild\bin\Development\net6.0\EpicGames.MsBuild.dll 10>已完成生成项目“EpicGames.MsBuild.csproj”的操作。 20>------ 已启动全部重新生成: 项目: EpicGames.Build, 配置: Development Any CPU ------ 20>EpicGames.Build -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Build\bin\Development\net6.0\EpicGames.Build.dll 21>------ 已启动全部重新生成: 项目: EpicGames.UHT, 配置: Development Any CPU ------ 19>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\ManagedWorkspace.cs(961,27,961,66): warning CA2017: 日志记录消息模板中所提供参数的数量与已命名占位符的数量不匹配 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2017) 19>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\ManagedWorkspace.cs(2034,6,2034,65): warning CA1849: “FileReference.WriteAllBytes(FileReference, byte[])”同步阻止。改为等待“FileReference.WriteAllBytesAsync(FileReference, byte[], CancellationToken)”。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1849) 19>EpicGames.Perforce.Managed -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Managed\bin\Development\net6.0\EpicGames.Perforce.Managed.dll 19>已完成生成项目“EpicGames.Perforce.Managed.csproj”的操作。 22>------ 已启动全部重新生成: 项目: EpicGames.Perforce.Fixture, 配置: Development Any CPU ------ 22>EpicGames.Perforce.Fixture -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Fixture\bin\Development\net6.0\EpicGames.Perforce.Fixture.dll 21>EpicGames.UHT -> D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.UHT\bin\Development\net6.0\EpicGames.UHT.dll 23>------ 已启动全部重新生成: 项目: UnrealBuildTool, 配置: Development Any CPU ------ 23>UnrealBuildTool -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll 24>------ 已启动全部重新生成: 项目: UE5Rules, 配置: Development Any CPU ------ 25>------ 已启动全部重新生成: 项目: AutomationUtils.Automation, 配置: Development Any CPU ------ 26>------ 已启动全部重新生成: 项目: AutomationTool, 配置: Development Any CPU ------ 27>------ 已启动全部重新生成: 项目: CCD53, 配置: Development_Editor x64 ------ 27>Using bundled DotNet SDK version: 6.0.302 27>Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" CCD53Editor Win64 Development -Project="F:\UE5TEST\CCD53\CCD53.uproject" -WaitMutex -FromMsBuild -Rebuild 27>Log file: C:\Users\Administrator\AppData\Local\UnrealBuildTool\Log.txt 27>Cleaning CCD53Editor binaries... 26>AutomationTool -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll 25>AutomationUtils.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationUtils\AutomationUtils.Automation.dll 28>------ 已启动全部重新生成: 项目: SteamDeck.Automation, 配置: Development Any CPU ------ 29>------ 已启动全部重新生成: 项目: Localization.Automation, 配置: Development Any CPU ------ 30>------ 已启动全部重新生成: 项目: BuildGraph.Automation, 配置: Development Any CPU ------ 31>------ 已启动全部重新生成: 项目: Apple.Automation, 配置: Development Any CPU ------ 24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\ThirdParty\Windows\VisualStudioDTE\VisualStudioDTE.Build.cs(55,26,55,140): warning CA1416: 可在所有平台上访问此调用站点。"Registry.GetValue(string, string?, object?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,77,42,100): warning CA1416: 可在所有平台上访问此调用站点。"RegistryView.Registry32" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,51,42,75): warning CA1416: 可在所有平台上访问此调用站点。"RegistryHive.ClassesRoot" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,101): warning CA1416: 可在所有平台上访问此调用站点。"RegistryKey.OpenBaseKey(RegistryHive, RegistryView)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>D:\UnrealEngineSetup\UE_5.3\Engine\Plugins\Developer\VisualStudioCodeSourceCodeAccess\Source\VisualStudioCodeSourceCodeAccess\VisualStudioCodeSourceCodeAccess.Build.cs(42,27,42,120): warning CA1416: 可在所有平台上访问此调用站点。"RegistryKey.OpenSubKey(string)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\ThirdParty\NVIDIA\Rivermax\RivermaxLib.build.cs(17,33,17,142): warning CA1416: 可在所有平台上访问此调用站点。"Registry.GetValue(string, string?, object?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\ThirdParty\Windows\XInput\XInput.Build.cs(27,10,27,92): warning CA1416: 可在所有平台上访问此调用站点。"WindowsExports.TryGetWindowsSdkDir(string, out Version?, out DirectoryReference?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Runtime\Core\Core.Build.cs(211,36,211,146): warning CA1416: 可在所有平台上访问此调用站点。"Registry.GetValue(string, string?, object?)" 仅在 'windows' 上受支持。 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1416) 24>UE5Rules -> D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5Rules\bin\Development\UE5Rules.dll 24>已完成生成项目“UE5Rules.csproj”的操作。 32>------ 已启动全部重新生成: 项目: UE5ProgramRules, 配置: Development Any CPU ------ 31>Apple.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Apple\Apple.Automation.dll 33>------ 已启动全部重新生成: 项目: Mac.Automation, 配置: Development Any CPU ------ 34>------ 已启动全部重新生成: 项目: IOS.Automation, 配置: Development Any CPU ------ 32>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Target.cs(5,14,5,37): warning CA1050: 在命名空间中声明类型 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1050) 32>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\Shared\EpicGames.Perforce.Native\DotNetPerforceLib.Build.cs(5,14,5,31): warning CA1050: 在命名空间中声明类型 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca1050) 29>Localization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Localization\Localization.Automation.dll 32>UE5ProgramRules -> D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\UE5ProgramRules\bin\Development\UE5ProgramRules.dll 28>SteamDeck.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\SteamDeck\SteamDeck.Automation.dll 35>------ 已启动全部重新生成: 项目: Linux.Automation, 配置: Development Any CPU ------ 32>已完成生成项目“UE5ProgramRules.csproj”的操作。 36>------ 已启动全部重新生成: 项目: MarketplaceRules, 配置: Development Any CPU ------ 37>------ 已启动全部重新生成: 项目: XLocLocalization.Automation, 配置: Development Any CPU ------ 38>------ 已启动全部重新生成: 项目: SmartlingLocalization.Automation, 配置: Development Any CPU ------ 39>------ 已启动全部重新生成: 项目: AutomationScripts.Automation, 配置: Development Any CPU ------ 40>------ 已启动全部重新生成: 项目: OneSkyLocalization.Automation, 配置: Development Any CPU ------ 41>------ 已启动全部重新生成: 项目: CrowdinLocalization.Automation, 配置: Development Any CPU ------ 34>IOS.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll 42>------ 已启动全部重新生成: 项目: TVOS.Automation, 配置: Development Any CPU ------ 36>MarketplaceRules -> D:\UnrealEngineSetup\UE_5.3\Engine\Intermediate\Build\BuildRulesProjects\MarketplaceRules\bin\Development\MarketplaceRules.dll 43>------ 已启动全部重新生成: 项目: CCD53ModuleRules, 配置: Development Any CPU ------ 35>Linux.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll 38>SmartlingLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\SmartlingLocalization\SmartlingLocalization.Automation.dll 33>Mac.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll 42>TVOS.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll 27>Creating makefile for CCD53Editor (no existing makefile) 41>CrowdinLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll 37>XLocLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\XLocLocalization\XLocLocalization.Automation.dll 40>OneSkyLocalization.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll 30>BuildGraph.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll 44>------ 已启动全部重新生成: 项目: Win.Automation, 配置: Development Any CPU ------ 39>D:\UnrealEngineSetup\UE_5.3\Engine\Source\Programs\AutomationTool\Scripts\CheckForHacks.cs(87,26,87,45): error CA2017: 日志记录消息模板中所提供参数的数量与已命名占位符的数量不匹配 (https://learn.microsoft.com/dotnet/fundamentals/code-analysis/quality-rules/ca2017) 39>已完成生成项目“AutomationScripts.Automation.csproj”的操作 - 失败。 45>------ 已启动全部重新生成: 项目: Android.Automation, 配置: Development Any CPU ------ 43>CCD53ModuleRules -> F:\UE5TEST\CCD53\Intermediate\Build\BuildRulesProjects\CCD53ModuleRules\bin\Development\CCD53ModuleRules.dll 44>Win.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll 46>------ 已启动全部重新生成: 项目: CookedEditor.Automation, 配置: Development Any CPU ------ 45>Android.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll 47>------ 已启动全部重新生成: 项目: Gauntlet.Automation, 配置: Development Any CPU ------ 47>Gauntlet.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll 48>------ 已启动全部重新生成: 项目: Turnkey.Automation, 配置: Development Any CPU ------ 49>------ 已启动全部重新生成: 项目: LowLevelTests.Automation, 配置: Development Any CPU ------ 46>CookedEditor.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll 48>Turnkey.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll 49>LowLevelTests.Automation -> D:\UnrealEngineSetup\UE_5.3\Engine\Binaries\DotNET\AutomationTool\LowLevelTests\LowLevelTests.Automation.dll 27>Building CCD53Editor... 27>Using Visual Studio 2022 14.36.32548 toolchain (D:\VS2022\product\VC\Tools\MSVC\14.36.32532) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10). 27>Determining max actions to execute in parallel (10 physical cores, 20 logical cores) 27> Executing up to 10 processes, one per physical core 27> Requested 1.5 GB memory per action, 10.52 GB available: limiting max parallel actions to 7 27>------ Building 7 action(s) started ------ 27>[1/7] Resource Default.rc2 27>[2/7] Compile [x64] SharedPCH.Engine.Cpp20.cpp 27>[3/7] Compile [x64] MFL.cpp 27>F:\UE5TEST\CCD53\Source\CCD53\MFL.h(1): fatal error C1083: 无法打开包括文件: “PrintStringLibrary.h”: No such file or directory 27>[4/7] Compile [x64] CCD53.cpp 27>Total time in Parallel executor: 33.22 seconds 27>Total execution time: 41.09 seconds 27>D:\VS2022\product\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(50,5): error MSB3073: 命令“D:\UnrealEngineSetup\UE_5.3\Engine\Build\BatchFiles\Rebuild.bat CCD53Editor Win64 Development -Project="F:\UE5TEST\CCD53\CCD53.uproject" -WaitMutex -FromMsBuild”已退出,代码为 -1。 27>已完成生成项目“CCD53.vcxproj”的操作 - 失败。 ========== 全部重新生成: 45 成功,3 失败,1 已跳过 ========== ========== 重新生成 于 10:52 完成,耗时 48.651 秒 ==========
06-27
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