The Long and Winding Path of the Cook

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Long file path problems are commonplace when cooking with UE4. We took a look at it - and found that the engine was being too aggressive with its checks for whether or not a path really was too long

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The Case of the Locked File

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We were seeing frequent file IO errors in relation to temporary files created during cooking (particularly when compiling shaders). Our findings for why this were happening were surprising. Here we present a clean way to fix the issues

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Sign Of The Times

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PVS-Studio pointed us toward some code with suspiciously mixed signed/unsigned math. This was actually causing some issues - and here we tell you how to fix them

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Speeding Up The Time Limit Controls

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When a process takes a long time to complete, it makes absolute sense to put some time limit checks in so that you're not starving other work. What you don't want to do, of course, is to have those checks slow your original task down further by any considerable amount - here, we found that exactly this was happening .. so we present a solution

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Portrait Of A Serialize Perf Killer

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With performance critical editor and cooker code, it's well advised to consider performance when adding tests for rare errors. Here we take a look at this and show by, by considering the CPU pipeline and code cache, a simple change can yield a significant performance improvement without reducing stability

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