For my dedicated server build, I strip out a lot of the texture cache files (as the server doesn’t need these).
However, whenever I run the server, it always tries to compile a few of the base materials. These ones to be specific:
[0010.11] Log: Incomplete cached shader map for material DefaultMaterial, quality 0, compiling.
[0011.99] Log: Incomplete cached shader map for material M_FX_BloodDecal_FadeViaDissolving, quality 0, compiling.
[0012.15] Log: Incomplete cached shader map for material M_FX_DecalParent_Simple_Multiply, quality 0, compiling.
[0012.30] Log: Incomplete cached shader map for material LevelColorationLitMaterial, quality 0, compiling.
[0012.91] Log: Incomplete cached shader map for material LevelColorationUnlitMaterial, quality 0, compiling.
[0013.17] Log: Incomplete cached shader map for material LightmapResolutionMaterial, quality 0, compiling.
[0013.96] Log: Incomplete cached shader map for material MAT_LevelColorationLitLightmapUVs, quality 0, compiling.
[0014.70] Log: Incomplete cached shader map for material MaterialError_Mat, quality 0, compiling.
[0015.35] Log: Incomplete cached shader map for material ShadedLevelColorationLitMaterial, quality 0, compiling.
[0015.95] Log: Incomplete cached shader map for material ShadedLevelColorationUnlitMaterial, quality 0, compiling.
[0016.15] Log: Incomplete cached shader map for material TerrainCollisionMaterial, quality 0, compiling.
[0016.46] Log: Incomplete cached shader map for material WireframeMaterial, quality 0, compiling.
[0016.67] Log: Incomplete cached shader map for material DefaultDecalMaterial, quality 0, compiling.
Is there anyway I can disable this compilation? I’m not sure why the engine is trying to compile shaders when running as a dedicated server anyway.