Can someone explain why is this happening? Cooking the project (tested it on Android 9) worked fine on previous versions (4.27 and below), and nothing has been changed on the cubemap setup. The project only recently got moved to 4.27.2. Any ideas? Anything would be nice (knowing it 2h+ to cook the project).
Tested out with a Blank project, and it works fine. No idea what’s going on. However, am getting a material warning message when baking. Posting the cubemap material and cooking errors, in hopes someone knows what’s going on:
MaterialEditorStats: Error: [SM5] Function GBST_MF: Missing function input ‘RGBIN’
MaterialEditorStats: Error: [SM5] (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
It says that there are no UV coordinates for the material and it cannot compile it. But why is it working in the editor and in a new project? (blank project has only a vector+reflection+texture) Is the node set up poorly?
[edit: will check the material function, but I don’t understand the problem with the UV]
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: 2E94174CC85E91C7E3D833BC6419557B95926796), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: Function GBST_MF: Missing function input ‘RGBIN’
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionTextureSampleParameterCube_0 in PCD3D_SM5, Default, SM5 (DDC key hash: 8AB7F65507A74E6AD8EAB77C385BA11207CF29C9), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 6DD974429C9C07481C02F1DE06B31593F5BA78C2), compiling.
MaterialEditorStats: Error: [SM5] Function GBST_MF: Missing function input ‘RGBIN’
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: CE5C9B232812CC8C2892CC47F3F2D6ECD487EAEA), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionTextureSampleParameterCube_0 in PCD3D_SM5, Default, SM5 (DDC key hash: 921872CE95208462A76F2B192B0634DDBC106C1F), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 6FBA8B2F3CF336349D750BCFBBC1E4D98E5F1723), compiling.
MaterialEditorStats: Error: [SM5] (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: CC62CEF50EE8C00CF79A28B0D5339EC64CA84690), compiling.
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionReflectionVectorWS_0 in PCD3D_SM5, Default, SM5 (DDC key hash: AE4A5AF2D445D7FA7F43BF3489AD1D09784317E5), compiling.
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionTextureSampleParameterCube_0 in PCD3D_SM5, Default, SM5 (DDC key hash: 73713BD99C7BE9153588F4596FC1ECA31BAB8AB6), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 994EC4D5183837782F620A085F869D100FA2458F), compiling.
MaterialEditorStats: Texture samplers: 0/16
MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(1)
LogShaderCompilers: Display: Submitted 2 shader compile jobs with ‘ForceLocal’ priority
LogShaderCompilers: Display: Worker (1/5): shaders left to compile 2
LogShaderCompilers: Display: Worker (2/5): shaders left to compile 1
LogShaderCompilers: Display: Started 2 ‘Local’ shader compile jobs with ‘ForceLocal’ priority
MaterialEditorStats: Texture samplers: 1/16
MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(1)
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: 76F1A9AC326B73B6D17D2C71CBBD28524D33011A), compiling.
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionReflectionVectorWS_0 in PCD3D_SM5, Default, SM5 (DDC key hash: B25FAE0A80F822669EFBA60E95B79918929A299B), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 4C7B6F9AA99E67AEB47F49718AC03561ED9F2DCD), compiling.
LogShaderCompilers: Display: Submitted 6 shader compile jobs with ‘Low’ priority
MaterialEditorStats: Texture samplers: 0/16
MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(1)
LogShaderCompilers: Display: Worker (1/5): shaders left to compile 6
LogShaderCompilers: Display: Worker (2/5): shaders left to compile 4
LogShaderCompilers: Display: Worker (3/5): shaders left to compile 2
LogShaderCompilers: Display: Started 6 ‘Local’ shader compile jobs with ‘Low’ priority
LogShaderCompilers: Display: Submitted 2 shader compile jobs with ‘ForceLocal’ priority
LogShaderCompilers: Display: Worker (4/5): shaders left to compile 2
LogShaderCompilers: Display: Started 1 ‘Local’ shader compile jobs with ‘ForceLocal’ priority
LogShaderCompilers: Display: Submitted 2 shader compile jobs with ‘ForceLocal’ priority
LogShaderCompilers: Display: Worker (2/5): shaders left to compile 3
LogShaderCompilers: Display: Started 1 ‘Local’ shader compile jobs with ‘ForceLocal’ priority
LogShaderCompilers: Display: Worker (4/5): shaders left to compile 2
LogShaderCompilers: Display: Started 1 ‘Local’ shader compile jobs with ‘ForceLocal’ priority
MaterialEditorStats: Texture samplers: 1/16
MaterialEditorStats: Texture Lookups (Est.): VS(0), PS(1)
LogShaderCompilers: Display: Worker (1/5): shaders left to compile 1
LogShaderCompilers: Display: Started 1 ‘Local’ shader compile jobs with ‘ForceLocal’ priority
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: 05702D1489859BBDA802458BB773251034548F72), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionTextureSampleParameterCube_0 in PCD3D_SM5, Default, SM5 (DDC key hash: 899CB411651671EB58557588747FCFFC52482361), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 5FD7857B480F0A97C5DBD2454483F6B5C1B34DC2), compiling.
MaterialEditorStats: Error: [SM5] (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: 904BB8845151F9EE8AC11D1B96C31DFB64484247), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionTextureSampleParameterCube_0 in PCD3D_SM5, Default, SM5 (DDC key hash: F645EB6587E708537C90488D1015ABA9610BBB7A), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: 8EAA4330714B44CD16E9BF6F424341B876A2ACBC), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 3111A852E064B51E60BACF3C39BAAE3920B4A3C8), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: 954067CAF6CA5A0F18F2CFA4670BAFE2991D945E), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionTextureSampleParameterCube_0 in PCD3D_SM5, Default, SM5 (DDC key hash: BC73DBD00B4A76101ABF7FB7A0D874C72840D1D3), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: B6A78648B9D75BA19D2588D6A83C82CF710B756D), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 054D3E9B138980F219A1FC27F790AC4EC60E5A53), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: 6F519050382014B2CFB5C14AD150DBC4261D211C), compiling.
LogMaterial: Warning: [AssetLog] /Engine/Transient.CBM (no disk path found): Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSampleParameterCube) ParamCube> Cube sample needs UV input
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, High, SM5 (DDC key hash: 4D713C6F2357897EDF20D420B7323D92E4F0C645), compiling.
LogMaterial: Display: Missing cached shadermap for CBM in PCD3D_SM5, Default, SM5 (DDC key hash: EA92B7143266DE582646C20D166AEDC65D58C316), compiling.
LogMaterial: Display: Missing cached shadermap for FMatExpressionPreview MaterialExpressionTextureSampleParameterCube_0 in PCD3D_SM5, Default, SM5 (DDC key hash: 331ABA3113586F9522F997747F7FE8EEFA3C43C0), compiling.
LogMaterial: Display: Missing cached shadermap fo
The cubemap is still broken (and now there are no errors), even after replacing the:
- material
- texture
- mesh and associating references
It should be working, but for some reason it breaks. Bumping this thread in hopes someone can help.