Hi, I have have recently started using 5.4.2, Migrated all of my assets from an older project (I did not convert my old project to run on a newer version of the engine, I just manually migrated the assets to a new empty project.
Disabled Nanite, Swithed Anti Aliasing from TSR to TAA, And Virtual Shadow Maps To Shadow Maps, and Global Illumination to None.
Im crashing after a few minutes of opening the project, here’s the error:
UnrealEditor_Engine!FShaderCompileUtilities::WriteGBufferInfoAutogen() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderGenerationUtil.cpp:2099]
UnrealEditor_Engine!GlobalBeginCompileShader() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:7805]
UnrealEditor_Engine!PrepareMeshMaterialShaderCompileJob() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MeshMaterialShader.cpp:72]
UnrealEditor_Engine!FMeshMaterialShaderType::BeginCompileShader() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MeshMaterialShader.cpp:100]
UnrealEditor_Engine!FMaterial::TryGetShaders() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp:3841]
UnrealEditor_Renderer!GetLumenCardShaders() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Lumen\LumenSceneCardCapture.cpp:305]
UnrealEditor_Renderer!FComputeShaderUtils::AddPass<FVisualizeReflectionTracesCS>'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Lumen\LumenSceneCardCapture.cpp:348]
UnrealEditor_Renderer!FLumenCardMeshProcessor::AddMeshBatch() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Lumen\LumenSceneCardCapture.cpp:380]
UnrealEditor_Renderer!FPixelShaderUtils::AddFullscreenPass<FVisualizeMotionVectorsPS>'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PrimitiveSceneInfo.cpp:502]
UnrealEditor_Renderer!FPixelShaderUtils::AddFullscreenPass<FVisualizeMotionVectorsPS>'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:353]
UnrealEditor_Renderer!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::
2’::<lambda_1>,std::nullp() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:155]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Tried making some sense of it in Visual Studio but points me to a Gbuffer issue.
If anyone could help, it would be highly appreciated.