We recently updated our Unreal Engine to version 4.21. After that we noticed that during cooking, the SM4/DX10 shaders are being compiled. Our game and GPU are both DX11 and we are cooking for Win64. Why would Unreal Engine compile SM4/DX10 shaders during cooking? It seems it started after we upgraded to 4.21.
These are some lines from our cooking log:
UATHelper: Packaging (Windows (64-bit)): LogShaders: Display: Compiling M_Widget3DTerritoryNodes: Platform=PCD3D_SM4, Usage=LightingModel=MSM_DefaultLit, BlendMode=BLEND_Translucent, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}, StaticMaterialLayers=
UATHelper: Packaging (Windows (64-bit)): LogShaders: Warning: 28 Shaders among 1 VertexFactories
UATHelper: Packaging (Windows (64-bit)): LogMaterial: Display: Missing cached shader map for material M_LargeRugOrnate_2, compiling.
UATHelper: Packaging (Windows (64-bit)): LogMaterial: Warning: D:\P4\twd_main\TWD\Content\Environment\Prop\Decor_01\Plush\M_LargeRugOrnate_2.uasset: Failed to compile Material for platform PCD3D_SM4, Default Material will be used in game.