Just ran into the same problem. I failed to properly name MyShader.USF (Windows was hiding the file extension).
In VS under Shader/Private it was called MyShader.USF.txt. Renameing to “MyShader.USF” fixed the problem.
4.17 Release notes say to add the shader under /Source folder (with the wrong path, by the way). Then, official tutorials after its release say put it under the plugin folder, under Shader/ and add the complete path. But the path they give is also wrong. A clarification here would be great
Any news about this @HolyKaisar ? TEXT("/Plugins/DXPixelShader/Private/PixelShader.usf") ← Shouldn’t it be /Plugins/DXPixelShader/Shaders/Private/PixelShader.usf? This path doesn’t work in my case either
Hey not sure if you managed to figure this out, but I ran into this problem today.
In your plugins folder, you need to create a “Shaders” directory, and add your .USF/H files in there.
Once you start to load the shader files, you’ll notice in the output that the engine is virtually mapping this folder to have an alternate name, in your case it’s /Plugin/PixelShader as seen from this line of the output you pasted:
Now in your shader declaration macro you want to reference that virtual directory as the base for the shader file you wish to load in your case it would look like this:
Caused by 4.21 change: Fix: Replaced automatic virtual shader directory mapping with manual approach in StartupModule(). It should reduce the amount of directory exists queries at Editor startup.