,
“If you cook with Windows, the shaders will not be precompiled because there is no shader compiler program for Windows. It will compile the shaders at runtime if this is the case (it uses the offline/online flag for looking up the shader in the DerivedDataCache, so both modes live together correctly).” - [Metal Rendering API Documentation][1]
I did look over your provided. I see a lot going on with your ‘WidgetTree’. Here are some examples I pulled from your that I want you to look further into:
LogLinker:Warning: CreateImport: Failed to load Outer for resource 'WidgetTree': WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
LogMaterial:Warning: Failed to compile Material /Game/FX/PP_OutlineCustomDepthOcclusion.PP_OutlineCustomDepthOcclusion for platform SF_METAL, Default Material will be used in game.
LogModuleManager:Warning: ModuleManager: Module 'GameplayDebugger' not found - its StaticallyLinkedModuleInitializers function is null.
LogScript:Warning: Attempted to get an item from array CallFunc_GetAllActorsOfClass_OutActors2 out of bounds [0/0]!
LogScript:Warning: Divide by zero: Divide_FloatFloat
LogScript:Warning: Accessed None 'K2Node_DynamicCast_AsBP_Chest_Box'
MovePanel_C /Engine/Transient.GameEngine_0:TopDownGameInstance_C_0.MainUI_C_0.WidgetTree_0.MiniMap.WidgetTree_4.WholeMap
Function /Game/UI/MiniMap/MovePanel.MovePanel_C:AddPointsWithArrow:0261
LogScript:Warning: Accessed None 'K2Node_DynamicCast_AsBP_Chest_Box'
MovePanel_C /Engine/Transient.GameEngine_0:TopDownGameInstance_C_0.MainUI_C_0.WidgetTree_0.MiniMap.WidgetTree_4.WholeMap
Function /Game/UI/MiniMap/MovePanel.MovePanel_C:AddPointsWithArrow:0261
Please look over these errors, look in your and try to fix what’s going on with your Widget.
Let me know what you find out, thanks!
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