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4.25. Shipping build fails to launch due to shader compiliation issues. #131
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Hum, I still can't understand why Unreal does anything at building shipping time when the plugin is explicitely marked as Editor plugin... But regardless:
What seems to bother your compiler is this static word, but I don't understand why it would be unexpected... I'll dig into that, in the meantime I suggest two solutions:
In any case, I know it's not ideal (I'm very sorry for this), and I'll try to find a solution 😕 |
@MarkJGx Also, seeing this issue: adamrehn/ue4-docker#83, do you have 4.25.1 update? Or do you run a custom version of the engine? |
4.25.3 fork locally built. adamrehn/ue4-docker#83 looks unrelated since I'm cross-compiling a game project with a pre-built engine. |
@MarkJGx Arg, I can't reproduce at all, everything seems to work fine on my end on Windows... (Build and launch) If you go into "Edit/Editor Preferences/Darker Nodes Plugins" and you click on "Fix Missing Elements", do you have anything special on the log? Does it change the outcome? Also, I'm not very familiar with cross compiling/building in command line... Can you explain me quickly how to build a project to Linux under Vulkan RHI? |
This will build a Linux standalone shipping build without the editor. DefaultEngine.ini settings for the Vulkan RHI on Linux.
You'll also need the Epic Games clang/llvm distributable for your target engine. |
Ok, I downloaded the clang thing and the Linux option of the Unreal Engine 4.26. Could you try the same thing from a blank project? If you don't have time for this, there's no problem... |
Hum, Darker Nodes requires Niagara to update the Niagara interface. About the error you get, it feels pretty weird... Is the plugin directly inside your project
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Started writing this right after my original post: I could setup a private repo with the modifications if you'd like. |
Hum, the thing is that you won't be using the shaders function used in the By any chance, don't have any |
Nope. No ResetAllShaderSourceDirectoryMappings in any plugins/project code. |
So, does the |
It does. |
Fixed. Disabled |
Added on the FAQ: https://github.com/TheHerobrine/DarkerNodes/wiki/FAQ |
@hugoattal We are also hitting this problem -- we're on 4.27.2, and only the Android cook is hitting these warnings. We're running
As far as I can tell, we aren't using |
While the source of the particular shader compiler error is pretty mysterious, changing the |
@jorgenpt Thank you for this, it will be updated for the next version! |
Ready for version 3! |
I want to use this theme. Unfortunately when packaging a shipping game with this editor plugin enabled, it causes the Windows shipping build to crash with a missing WorldGridMaterial (due to failed shader compilation while cooking). While building for Linux under the Vulkan RHI, the shader cooker starts throwing out dialog messages that it's failing to build DarkerNodes Shapes.usf. Doesn't throw out any errors on the Windows DX11/DX12 build, but Windows build doesn't launch regardless. The most peculiar thing is that this is a editor plugin, yet it's interfering with a non-editor shipping build.
Linux
Windows
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