Output of the ue4-docker info command:
ue4-docker version: 0.0.112 (latest available version is 0.0.112)
Operating system: Windows 10 Pro (Build 22631.3296)
Docker daemon version: 24.0.2
NVIDIA Docker supported: No
Maximum image size: 800GB
Available disk space: 434.54 GiB
Total system memory: 127.81 GiB physical, 8 GiB virtual
CPU: 8 physical, 16 logical (Intel64 Family 6 Model 165 Stepping 5, GenuineIntel)
Additional details:
-Initial command:
ue4-docker build 5.3.2 --visual-studio 2022 -basetag ltsc2022 -username jonathanw42 -password ****** --target minimal
- Are you accessing the network through a proxy server? No
Looks like ue4-docker ran into out of memory during shader compilation:
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 12953 Shaders to finish.
LogDerivedDataCacheCommandlet: Display: Waiting for 11947 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 8,876 distinct input hashes that result in 6,209 distinct outputs (69.95%)
LogShaderCompilers: Display: RAM used: 128.59 MiB of 563.20 MiB budget. Usage: 22.83%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 8,876
LogShaderCompilers: Display: Jobs assigned 8,886, completed 8,876 (99.89%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 456.62 s, longest 1680.37 s
LogShaderCompilers: Display: Job execution time: average 1.89 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 458.19 s, max 1680.37
LogShaderCompilers: Display: Shader code size: average 32.831 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 1684.86 s
LogShaderCompilers: Display: Jobs were issued in 895 batches (only local compilation was used), average 9.93 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.27 jobs/sec
LogShaderCompilers: Display: Total thread time: 1,614.722 s
LogShaderCompilers: Display: Total thread preprocess time: 118.779 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.36%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicyForceVelocity (compiled 1 times, average 0.98 sec, max 0.98 sec, min 0.98 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FDeferredLightPS - 5.19% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.08% of total time (compiled 162 times, average 0.41 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.90% of total time (compiled 239 times, average 0.26 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: FLumenCardVS - 3.66% of total time (compiled 89 times, average 0.66 sec, max 43.80 sec, min 0.16 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.31% of total time (compiled 115 times, average 0.47 sec, max 20.56 sec, min 0.16 sec)
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 10941 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 9,816 distinct input hashes that result in 6,629 distinct outputs (67.53%)
LogShaderCompilers: Display: RAM used: 139.72 MiB of 563.20 MiB budget. Usage: 24.81%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 9,816
LogShaderCompilers: Display: Jobs assigned 9,826, completed 9,816 (99.90%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 494.20 s, longest 1861.88 s
LogShaderCompilers: Display: Job execution time: average 1.90 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 495.66 s, max 1861.88
LogShaderCompilers: Display: Shader code size: average 33.403 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 1866.36 s
LogShaderCompilers: Display: Jobs were issued in 989 batches (only local compilation was used), average 9.94 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.26 jobs/sec
LogShaderCompilers: Display: Total thread time: 1,785.554 s
LogShaderCompilers: Display: Total thread preprocess time: 131.475 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.36%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylightForceVelocity (compiled 1 times, average 1.03 sec, max 1.03 sec, min 1.03 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FDeferredLightPS - 4.69% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.10% of total time (compiled 196 times, average 0.37 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.86% of total time (compiled 265 times, average 0.26 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: FLumenCardVS - 3.41% of total time (compiled 100 times, average 0.61 sec, max 43.80 sec, min 0.16 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.33% of total time (compiled 142 times, average 0.42 sec, max 20.56 sec, min 0.16 sec)
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 9934 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 10,786 distinct input hashes that result in 6,991 distinct outputs (64.82%)
LogShaderCompilers: Display: RAM used: 149.46 MiB of 563.20 MiB budget. Usage: 26.54%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 10,786
LogShaderCompilers: Display: Jobs assigned 10,796, completed 10,786 (99.91%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 541.49 s, longest 2042.03 s
LogShaderCompilers: Display: Job execution time: average 1.89 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 542.86 s, max 2042.03
LogShaderCompilers: Display: Shader code size: average 33.736 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 2046.75 s
LogShaderCompilers: Display: Jobs were issued in 1,086 batches (only local compilation was used), average 9.94 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.27 jobs/sec
LogShaderCompilers: Display: Total thread time: 1,959.567 s
LogShaderCompilers: Display: Total thread preprocess time: 145.565 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.43%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylightForceVelocity (compiled 1 times, average 1.03 sec, max 1.03 sec, min 1.03 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FDeferredLightPS - 4.28% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.03% of total time (compiled 223 times, average 0.35 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.86% of total time (compiled 298 times, average 0.25 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.32% of total time (compiled 170 times, average 0.38 sec, max 20.56 sec, min 0.15 sec)
LogShaderCompilers: Display: FLumenCardVS - 3.17% of total time (compiled 107 times, average 0.58 sec, max 43.80 sec, min 0.16 sec)
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 8934 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 11,656 distinct input hashes that result in 7,250 distinct outputs (62.20%)
LogShaderCompilers: Display: RAM used: 157.09 MiB of 563.20 MiB budget. Usage: 27.89%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 11,656
LogShaderCompilers: Display: Jobs assigned 11,666, completed 11,656 (99.91%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 590.50 s, longest 2222.55 s
LogShaderCompilers: Display: Job execution time: average 1.91 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 591.81 s, max 2222.55
LogShaderCompilers: Display: Shader code size: average 34.003 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 2227.27 s
LogShaderCompilers: Display: Jobs were issued in 1,173 batches (only local compilation was used), average 9.95 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.23 jobs/sec
LogShaderCompilers: Display: Total thread time: 2,134.062 s
LogShaderCompilers: Display: Total thread preprocess time: 158.526 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.43%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylightForceVelocity (compiled 1 times, average 1.03 sec, max 1.03 sec, min 1.03 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.06% of total time (compiled 249 times, average 0.35 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.94% of total time (compiled 332 times, average 0.25 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: FDeferredLightPS - 3.93% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.33% of total time (compiled 196 times, average 0.36 sec, max 20.56 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassVSFNoLightMapPolicy - 2.96% of total time (compiled 317 times, average 0.20 sec, max 3.81 sec, min 0.09 sec)
LogShaderCompilers: Display: ================================================
LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
LogMemory: Warning: MemoryStats:
AvailablePhysical 103133184
AvailableVirtual 1698508800
UsedPhysical 8808308736
PeakUsedPhysical 8809537536
UsedVirtual 9191571456
PeakUsedVirtual 9196826624
LogWindows: Error: appError called: Fatal error: [File:C:\UnrealEngine\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 251]
Ran out of memory allocating 4758976 bytes with alignment 16. Last error msg: The paging file is too small for this operation to complete..
LogThreadingWindows: Error: Runnable thread Background Worker #1 crashed.
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error: [File:C:\UnrealEngine\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 251]
LogWindows: Error: Ran out of memory allocating 4758976 bytes with alignment 16. Last error msg: The paging file is too small for this operation to complete..
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffaf761d2d3 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7644223 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf771e63f UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf771b8d1 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf771bba9 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf75718ec UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7d9a2b2 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7dfd145 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7d9865e UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7d83d14 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7572180 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754ecc3 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754358f UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7533f20 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf753611b UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754df0f UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754e561 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef1ef543 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef1dec03 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef15dbfc UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef18cd15 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef1be347 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef178524 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf755ba25 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf755b90c UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf753863a UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7584982 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7549f90 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf772bbb3 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7b60cc2 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7b54907 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffb05ad4cb0 KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: Crash in runnable thread Background Worker #1
LogWindows: Error: end: stack for UAT
Took 2,267.60s to run UnrealEditor-Cmd.exe, ExitCode=3
Editor terminated with exit code 3 while running DerivedDataCache; see log C:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\BuildDerivedDataCache\DerivedDataCache-2024.03.26-15.55.56.txt
AutomationTool executed for 20h 10m 3s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
Took 72,603.46s to run dotnet.exe, ExitCode=1
AutomationTool executed for 4h 19m 19s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
The command 'cmd /S /C .\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=true -set:VS2022=true &&(if exist C:\UnrealEngine\LocalBuilds\InstalledDDC rmdir /s /q C:\UnrealEngine\LocalBuilds\InstalledDDC) && rmdir /s /q C:\UnrealEngine\Engine && 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:5.3.2-ltsc2022-vs2022".
Output of the
ue4-docker infocommand:Additional details:
-Initial command:
ue4-docker build 5.3.2 --visual-studio 2022 -basetag ltsc2022 -username jonathanw42 -password ****** --target minimal
Looks like ue4-docker ran into out of memory during shader compilation:
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 12953 Shaders to finish.
LogDerivedDataCacheCommandlet: Display: Waiting for 11947 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 8,876 distinct input hashes that result in 6,209 distinct outputs (69.95%)
LogShaderCompilers: Display: RAM used: 128.59 MiB of 563.20 MiB budget. Usage: 22.83%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 8,876
LogShaderCompilers: Display: Jobs assigned 8,886, completed 8,876 (99.89%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 456.62 s, longest 1680.37 s
LogShaderCompilers: Display: Job execution time: average 1.89 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 458.19 s, max 1680.37
LogShaderCompilers: Display: Shader code size: average 32.831 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 1684.86 s
LogShaderCompilers: Display: Jobs were issued in 895 batches (only local compilation was used), average 9.93 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.27 jobs/sec
LogShaderCompilers: Display: Total thread time: 1,614.722 s
LogShaderCompilers: Display: Total thread preprocess time: 118.779 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.36%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFCachedPointIndirectLightingPolicyForceVelocity (compiled 1 times, average 0.98 sec, max 0.98 sec, min 0.98 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FDeferredLightPS - 5.19% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.08% of total time (compiled 162 times, average 0.41 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.90% of total time (compiled 239 times, average 0.26 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: FLumenCardVS - 3.66% of total time (compiled 89 times, average 0.66 sec, max 43.80 sec, min 0.16 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.31% of total time (compiled 115 times, average 0.47 sec, max 20.56 sec, min 0.16 sec)
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 10941 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 9,816 distinct input hashes that result in 6,629 distinct outputs (67.53%)
LogShaderCompilers: Display: RAM used: 139.72 MiB of 563.20 MiB budget. Usage: 24.81%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 9,816
LogShaderCompilers: Display: Jobs assigned 9,826, completed 9,816 (99.90%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 494.20 s, longest 1861.88 s
LogShaderCompilers: Display: Job execution time: average 1.90 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 495.66 s, max 1861.88
LogShaderCompilers: Display: Shader code size: average 33.403 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 1866.36 s
LogShaderCompilers: Display: Jobs were issued in 989 batches (only local compilation was used), average 9.94 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.26 jobs/sec
LogShaderCompilers: Display: Total thread time: 1,785.554 s
LogShaderCompilers: Display: Total thread preprocess time: 131.475 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.36%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylightForceVelocity (compiled 1 times, average 1.03 sec, max 1.03 sec, min 1.03 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FDeferredLightPS - 4.69% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.10% of total time (compiled 196 times, average 0.37 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.86% of total time (compiled 265 times, average 0.26 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: FLumenCardVS - 3.41% of total time (compiled 100 times, average 0.61 sec, max 43.80 sec, min 0.16 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.33% of total time (compiled 142 times, average 0.42 sec, max 20.56 sec, min 0.16 sec)
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 9934 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 10,786 distinct input hashes that result in 6,991 distinct outputs (64.82%)
LogShaderCompilers: Display: RAM used: 149.46 MiB of 563.20 MiB budget. Usage: 26.54%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 10,786
LogShaderCompilers: Display: Jobs assigned 10,796, completed 10,786 (99.91%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 541.49 s, longest 2042.03 s
LogShaderCompilers: Display: Job execution time: average 1.89 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 542.86 s, max 2042.03
LogShaderCompilers: Display: Shader code size: average 33.736 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 2046.75 s
LogShaderCompilers: Display: Jobs were issued in 1,086 batches (only local compilation was used), average 9.94 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.27 jobs/sec
LogShaderCompilers: Display: Total thread time: 1,959.567 s
LogShaderCompilers: Display: Total thread preprocess time: 145.565 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.43%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylightForceVelocity (compiled 1 times, average 1.03 sec, max 1.03 sec, min 1.03 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FDeferredLightPS - 4.28% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.03% of total time (compiled 223 times, average 0.35 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.86% of total time (compiled 298 times, average 0.25 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.32% of total time (compiled 170 times, average 0.38 sec, max 20.56 sec, min 0.15 sec)
LogShaderCompilers: Display: FLumenCardVS - 3.17% of total time (compiled 107 times, average 0.58 sec, max 43.80 sec, min 0.16 sec)
LogShaderCompilers: Display: ================================================
LogDerivedDataCacheCommandlet: Display: Waiting for 8934 Shaders to finish.
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 21,495, among them cache hits 392 (1.82%)
LogShaderCompilers: Display: Tracking 11,656 distinct input hashes that result in 7,250 distinct outputs (62.20%)
LogShaderCompilers: Display: RAM used: 157.09 MiB of 563.20 MiB budget. Usage: 27.89%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 11,656
LogShaderCompilers: Display: Jobs assigned 11,666, completed 11,656 (99.91%)
LogShaderCompilers: Display: Average time worker was idle: 0.00 s
LogShaderCompilers: Display: Time job spent in pending queue: average 590.50 s, longest 2222.55 s
LogShaderCompilers: Display: Job execution time: average 1.91 s, max 116.25 s
LogShaderCompilers: Display: Job life time (pending + execution): average 591.81 s, max 2222.55
LogShaderCompilers: Display: Shader code size: average 34.003 KiB, min 400 B, max 162.84 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 2227.27 s
LogShaderCompilers: Display: Jobs were issued in 1,173 batches (only local compilation was used), average 9.95 jobs/batch
LogShaderCompilers: Display: Average processing rate: 5.23 jobs/sec
LogShaderCompilers: Display: Total thread time: 2,134.062 s
LogShaderCompilers: Display: Total thread preprocess time: 158.526 s
LogShaderCompilers: Display: Percentage time preprocessing: 7.43%
LogShaderCompilers: Display: Effective parallelization: 0.96 (times faster than compiling all shaders on one thread). Compare with number of workers: 1
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FSSDTemporalAccumulationCS (compiled 10 times, average 2.34 sec, max 2.64 sec, min 1.69 sec)
LogShaderCompilers: Display: FClusteredShadingPS (compiled 4 times, average 2.29 sec, max 4.12 sec, min 0.78 sec)
LogShaderCompilers: Display: FTSRRejectShadingCS (compiled 12 times, average 1.74 sec, max 2.74 sec, min 0.41 sec)
LogShaderCompilers: Display: FConeTraceScreenGridGlobalOcclusionCS (compiled 2 times, average 1.44 sec, max 2.82 sec, min 0.07 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylightForceVelocity (compiled 1 times, average 1.03 sec, max 1.03 sec, min 1.03 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicySkylight - 4.06% of total time (compiled 249 times, average 0.35 sec, max 24.39 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 3.94% of total time (compiled 332 times, average 0.25 sec, max 5.25 sec, min 0.14 sec)
LogShaderCompilers: Display: FDeferredLightPS - 3.93% of total time (compiled 134 times, average 0.63 sec, max 0.81 sec, min 0.54 sec)
LogShaderCompilers: Display: TBasePassPSFPrecomputedVolumetricLightmapLightingPolicy - 3.33% of total time (compiled 196 times, average 0.36 sec, max 20.56 sec, min 0.15 sec)
LogShaderCompilers: Display: TBasePassVSFNoLightMapPolicy - 2.96% of total time (compiled 317 times, average 0.20 sec, max 3.81 sec, min 0.09 sec)
LogShaderCompilers: Display: ================================================
LogMemory: Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
LogMemory: Warning: MemoryStats:
AvailablePhysical 103133184
AvailableVirtual 1698508800
UsedPhysical 8808308736
PeakUsedPhysical 8809537536
UsedVirtual 9191571456
PeakUsedVirtual 9196826624
LogWindows: Error: appError called: Fatal error: [File:C:\UnrealEngine\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 251]
Ran out of memory allocating 4758976 bytes with alignment 16. Last error msg: The paging file is too small for this operation to complete..
LogThreadingWindows: Error: Runnable thread Background Worker #1 crashed.
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error: [File:C:\UnrealEngine\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 251]
LogWindows: Error: Ran out of memory allocating 4758976 bytes with alignment 16. Last error msg: The paging file is too small for this operation to complete..
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffaf761d2d3 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7644223 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf771e63f UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf771b8d1 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf771bba9 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf75718ec UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7d9a2b2 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7dfd145 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7d9865e UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7d83d14 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7572180 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754ecc3 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754358f UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7533f20 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf753611b UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754df0f UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf754e561 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef1ef543 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef1dec03 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef15dbfc UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef18cd15 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef1be347 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaef178524 UnrealEditor-DerivedDataCache.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf755ba25 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf755b90c UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf753863a UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7584982 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7549f90 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf772bbb3 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7b60cc2 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffaf7b54907 UnrealEditor-Core.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffb05ad4cb0 KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: Crash in runnable thread Background Worker #1
LogWindows: Error: end: stack for UAT
Took 2,267.60s to run UnrealEditor-Cmd.exe, ExitCode=3
Editor terminated with exit code 3 while running DerivedDataCache; see log C:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\BuildDerivedDataCache\DerivedDataCache-2024.03.26-15.55.56.txt
AutomationTool executed for 20h 10m 3s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
Took 72,603.46s to run dotnet.exe, ExitCode=1
AutomationTool executed for 4h 19m 19s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
The command 'cmd /S /C .\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true -set:WithDDC=true -set:VS2022=true &&(if exist C:\UnrealEngine\LocalBuilds\InstalledDDC rmdir /s /q C:\UnrealEngine\LocalBuilds\InstalledDDC) && rmdir /s /q C:\UnrealEngine\Engine && 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:5.3.2-ltsc2022-vs2022".