Hello again!
That’s quite bizarre, if the issue is happening across different version of the engine, and ShaderCompileWorker.exe continues to dissapear, then there’s something else interfering. To pinpoint what exactly is causing this, we should rule out a few factors.
First, about the cvars returning a “read only” warning. For that, check your project’s DefaultEngine.ini file with a notepad, and lock for any entries for any lines starting with “!”, or containing any overrides that could have been added by the assistant. Then, delete said lines, and test again.
Next, let’s test an empty project. Just open a blank scenario, using only the basics (meaning, no marketplace assets, no migrated content, no extra plugins), add a few lights, plus starting assets with sample textures from the engine. Then, check Lumen, look for dark areas, pink materials, and confirm if ShaderCompileWorker.exe is running.
If you find no abnormalities, then the issue is tied to elements in your active project. For that, I suggest a full cache clear. Just like in the previous post, go to the project’s directory, yet this time, delete the full folders for Saved, Intermediate, and DerivedDataCache. After that, test your project again.
On the other hand, if the empty project is also failing, then this is something else in your system. Check the Windows Event Viewer (Win + R, then type eventvwr) and go to Windows Logs > Application. There, search for any entries tied to “ShaderCompileWorker”, if the .exe is failing, a trace should be here, explaining what is causing the process from crashing or closing.