Attempting to launch a Development Server build of a project through the Visual Studio debugger hits a breakpoint when several Engine assets cannot be found or loaded. These assets are all reported to have been successfully cooked and saved when cooking content for Windows (see the attached Cook log), but the debug process does not appear to be able to find and load them.
The assets that are not being found and loaded appear to be Editor Only assets, which would not be available when running the project in the Development Server configuration.
RESULT:
A breakpoint is hit in Material.cpp on line 522, and multiple errors and warnings are shown stating that several Engine assets cannot be found or loaded (see the attached Debug log).
EXPECTED:
The project successfully launches for the Development Server configuration in the Visual Studio debugger.
TESTPath2Server.exe!UMaterialInterface::InitDefaultMaterials() Line 522 TESTPath2Server.exe!UClass::CreateDefaultObject() Line 2754 TESTPath2Server.exe!UMaterialInterface::PostCDOContruct() Line 582 TESTPath2Server.exe!UClass::CreateDefaultObject() Line 2754 TESTPath2Server.exe!UClass::CreateDefaultObject() Line 2693 TESTPath2Server.exe!UObjectLoadAllCompiledInDefaultProperties() Line 789 TESTPath2Server.exe!ProcessNewlyLoadedUObjects() Line 867 TESTPath2Server.exe!FEngineLoop::PreInit(const wchar_t * CmdLine) Line 1898 TESTPath2Server.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 127 TESTPath2Server.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 199 [External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-54635 in the post.