This is a mid sized UE5 game, and when I try to package to windows I get a huge list of shader compliation time outs. Please help as I cannot package the game, even after leaving it overnight.
Example:
Log:
message(1).txt (1.8 MB)
This is a mid sized UE5 game, and when I try to package to windows I get a huge list of shader compliation time outs. Please help as I cannot package the game, even after leaving it overnight.
Example:
Log:
message(1).txt (1.8 MB)
Hello there @MrLowFps123!
Thank you for sending the full log. Indeed, there are several warnings related to shaders/materials. From the look of these calls, they seem to aim at incompatible materials being used on Nanite meshes.
Material /InterchangeAssets/gltf/M_Default.M_Default needed to have new flag set bUsedWithNanite!
Material /InterchangeAssets/gltf/M_Default.M_Default was missing the usage flag bUsedWithNanite.
Invalid material [Plants_003] used on Nanite static mesh [Pots_Small_031]. Only opaque or masked blend modes are currently supported, [BLEND_Translucent] blend mode was specified.
The first step on fixing this would be to go through each material involved and enable âUsed with Naniteâ on their details. Additionaly, if you have any translucente materials, you can either set their meshes to no use Nanite, or change those materialsâ blend to masked or opaque.
There is another noteworthy error call:
Warning: Failed to set completion port for job object âUE.ShaderCompileWorker.JobGroupâ: The parameter is incorrect.
This could be Window interference, so please ensure you are running UE as Admin, and setup antivurs exceptions for it. Hope this helps!
i personally would not do that. that can create issues later on, and change the permission of the project files and be insidious. and itâd be a security issue.
if the permissions are set normally, you wonât need to run as admin.
Hi, thank you for helping, I fixed all the materials and meshes that were incorrectly labelled, but i still get UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job FSimulationShaderExample1CS(permutation 0, format PCD3D_SM5) compile time exceeded threshold (39.538s)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job FSimulationShaderDefaultCS(permutation 0, format PCD3D_SM5) compile time exceeded threshold (48.665s), for example.
This is the new log:
message(3).txt (176.9 KB)
UATHelper: Packaging (Windows): LogCook: Display: FULL COOK: Neither -iterative nor -cookincremental were specified. Deleting previously cooked packages for platform Windows and recooking all packages discovered in the current cook.
UATHelper: Packaging (Windows): LogCook: Display: Sandbox cleanup took 0.150 seconds for platforms Windows
UATHelper: Packaging (Windows): LogCook: Display: Compiling global changed shaders for platform âWindowsâ
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Compiling shader autogen file: ../../../../../../Users/Admin/Documents/Unreal Projects/SKL2/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Autogen file is unchanged, skipping write.
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job FHairStrandsTextureCS(permutation 0, format PCD3D_SM5) compile time exceeded threshold (35.148s)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job FVolumetricFogLightScatteringCS(permutation 160, format PCD3D_SM5) compile time exceeded threshold (36.071s)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job FRenderSingleScatteringWithPreshadingCS(permutation 141, format PCD3D_SM5) compile time exceeded threshold (54.799s)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Job FReflectionEnvironmentSkyLightingPS(permutation 73, format PCD3D_SM5) compile time exceeded threshold (54.213s)
New errors, but all still related to the SM5 renderer for some reason
Hello again!
Progress has been made, thank you for sending the new log. After reviewing it, I can say nothing critical is popping up, the packing even reached the âBUILD SUCCESSFULâ stage. What you do have, are multiple instances of âcompile time exceeded thresholdâ messages, which means your process is taking longer than intended.
At this point, the next step would be to improve and optimize your shader compilation. There are multiple methods for it, like pre-compiling in editor, optimizing your materials, reviewing any heavy volumetrics (like hair), among other options.
I would suggest following the guides below to improve your project:
I set shader compiler priority to above normal in task manager
I turned off any antivirus
I checked material usage
I tried switching to SM6 and back
It still isnât working unfortunately.
Search the individual errors on the webs (open txt message CTRL F : Error) and see if it stops anyone else from packaging. There are a view. Youâre also running very low on memory it seems.
missing image references, problems with assets loading, android studio not found etc. Test what matters.
For some reason (although I canât see any script loading) my security is flagging your txt as suspicious, so I canât copy from it.