Cache shader error while upgrading engine version

I am gradually upgrading the engine version from 4.23 to 4.27.
Editors can be built and run normally.
I don’t know if this is due to the issue of porting the module used in the previous version, but remote execution to the Ps4 Devkit causes the following error:

Assertion failed: (index >= 0 )…

After detailed debugging, the error is DefaultSpriteMaterial.It was determined that the uasset was not found in the Resource Cash.
Since Regenerate, engine build and packaging have also been renewed, but the results are the same.
Is there anything else I need to check?

There was a significant shader update between these versions if I am not mistaken, and the issue can stem from that. The error message you are receiving indicates that the DefaultSpriteMaterial is not being found in the Resource Cache. This could be due to a number of reasons, such as a missing or corrupted asset, an issue with the Resource Cache, or a problem with the build process.

  • Verify that the DefaultSpriteMaterial asset exists in your project and that it has been properly migrated to the new version of the engine. Check that the asset path is correct and that it is included in your project’s packaging settings.
  • Check that the Resource Cache is set up correctly and that it is being properly populated during the build process. You can try clearing the cache and rebuilding your project to see if this resolves the issue.
  • Ensure that your project’s build settings are correctly configured for PS4. Double-check that you have set up the appropriate build targets, packaging settings, and certificate files.
  • Check the log files generated during the build process for any errors or warnings that may be related to the missing DefaultSpriteMaterial asset.

I hope this helps you to resolve the issue with your PS4 Devkit remote execution.

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I tried to blow up the cached folder and did various tests, but it didn’t work out.
It seems like an issue due to a change in the Shader core code.
There is a build failure on the Map Light side, is it a related issue?

This seems specifically to affect the DefaultSpriteMaterial, so I don’t think it is related to the map light side.

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Finally i found out reason.
That was the lack of capacity of the ps4 dev kit.
Thank you for your help.

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