Android Packaging Shader Compiler Issue

Im currently running into an issue while trying to package an Android ASTC build for oculus quest 2. While Compiling I run into an issue with shader compiling and this causes me to have a cook failure.
PackagingResults: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4668]
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 4668]
PackagingResults: Error: Interpolants.TangentToWorld0 = float4(InTangentToWorld0, 0);
PackagingResults: Error: ^
PackagingResults: Error: Interpolants.TangentToWorld2 = float4(InTangentToWorld2, InTangentToWorldSign);
PackagingResults: Error: ^
PackagingResults: Error: min16float3x3 LocalToWorld = LWCToFloat3x3(GetInstanceData(Intermediates).LocalToWorld);
PackagingResults: Error: ^
PackagingResults: Error: min16float3 InvScale = GetInstanceData(Intermediates).InvNonUniformScale;
PackagingResults: Error: ^
PackagingResults: Error: Intermediates.TangentToWorldSign = TangentSign * GetInstanceData(Intermediates).DeterminantSign;
PackagingResults: Error: ^
PackagingResults: Error: min16float3 WorldPositionOffset = GetMaterialWorldPositionOffset(VertexParameters);
PackagingResults: Error: ^
PackagingResults: Error: Struct member does not have MatrixStride set.
PackagingResults: Error: Failed to compile default material /Engine/EngineMaterials/DefaultLightFunctionMaterial.DefaultLightFunctionMaterial!
PackagingResults: Error: [Callstack] 0x00007fffe20c563e UnrealEditor-Engine.dll!FShaderCompilingManager::ProcessCompiledShaderMaps() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:4668]
PackagingResults: Error: [Callstack] 0x00007fffe20c3aa7 UnrealEditor-Engine.dll!FShaderCompilingManager::ProcessAsyncResults() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:5329]
PackagingResults: Error: [Callstack] 0x00007fffde980865 UnrealEditor-UnrealEd.dll!UE::cook::FPackageDatas::PollPendingCookedPlatformDatas() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Cooker\CookPackageData.cpp:2643]
PackagingResults: Error: [Callstack] 0x00007fffdea00e4d UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpSaves() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4118]
PackagingResults: Error: [Callstack] 0x00007fffdea11517 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1318]
PackagingResults: Error: [Callstack] 0x00007fffdea10df5 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1261]
PackagingResults: Error: [Callstack] 0x00007fffde76ff70 UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:883]
PackagingResults: Error: [Callstack] 0x00007fffde792473 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:605]
PackagingResults: Error: [Callstack] 0x00007ff749c8b0ce UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3715]
PackagingResults: Error: [Callstack] 0x00007ff749c82688 UnrealEditor-Cmd.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:154]
PackagingResults: Error: [Callstack] 0x00007ff749c8296a UnrealEditor-Cmd.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
PackagingResults: Error: [Callstack] 0x00007ff749c85680 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
PackagingResults: Error: [Callstack] 0x00007ff749c971b4 UnrealEditor-Cmd.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
PackagingResults: Error: [Callstack] 0x00007ff749c996f2 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
PackagingResults: Error: [Callstack] 0x00007ff84eaa26bd KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff84fb2a9f8 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT
PackagingResults: Error: Cook failed.
PackagingResults: Error: Unknown Cook Failure

I currently have Android SDK platform 29, and NDK version 25.1.8937393 setup in my project settings. Any help would be greatly appreciated, Thank you.

Hey :slight_smile:
Did you find any solution ?
I’m developing for Meta Quest 2 with Meta XR V50 plugin, but I can not find any good information about building the APK and this error came when I ticked the “full rebuild” option :thinking:

Disabling “Mobile Multi-View” in Project Settings → Engine → Rendering fixed this for me. (UE5.1, packaging for Android with OpenGL ES 3.2)

2 Likes

Should I disable Vulkan if I do OpenGL ES 3.2 when packaging for Android?