why can’t it be compiled as it is. I’m tired of fixing some crutches in this program. What is this next mistake?
Running AutomationTool…
Using bundled DotNet SDK version: 8.0.412 win-x64
Starting AutomationTool…
Parsing command line: -ScriptsForProject=G:/UN_projects/Yrdrm2/Scena/Scena/Scena.uproject BuildCookRun -project=G:/UN_projects/Yrdrm2/Scena/Scena/Scena.uproject -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -unrealexe=“C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\Win64\UnrealEditor-Cmd.exe” -utf8output -platform=Win64 -build -cook -CookCultures=ru -unversionedcookedcontent -zenstore -pak -stage -compressed -cookincremental -stage -deploy -cmdline=" -Messaging" -device=Windows@ANTICHERTIZASTE -addcmdline="-SessionId=DB108CDC4600C9887F9FCDA47021B3A3 -SessionOwner=‘vital’ -SessionName=‘antihohlopidari’ " -run
Initializing script modules…
Total script module initialization time: 0.27 s.
Using C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\ThirdParty\DotNet\8.0.412\win-x64\dotnet.exe
Executing commands…
Setting up ProjectParams for G:\UN_projects\Yrdrm2\Scena\Scena\Scena.uproject
********** BUILD COMMAND STARTED **********
Running: C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\ThirdParty\DotNet\8.0.412\win-x64\dotnet.exe “C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” Scena Win64 Shipping -Project=G:\UN_projects\Yrdrm2\Scena\Scena\Scena.uproject -remoteini=“G:\UN_projects\Yrdrm2\Scena\Scena” -skipdeploy -log=“C:\Users\vital\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.7\UBA-Scena-Win64-Shipping.txt”
Log file: C:\Users\vital\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.7\UBA-Scena-Win64-Shipping.txt
Creating makefile for Scena (no existing makefile)
Platform Win64 is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platform support files (DataDrivenPlatformInfo.ini, SDK.json, etc).
Result: Failed (OtherCompilationError)
Total execution time: 1.70 seconds
Took 1,95s to run dotnet.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (C:\Users\vital\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.7\UBA-Scena-Win64-Shipping.txt)
AutomationTool executed for 0h 0m 5s
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED
Hey there @Vitalyano2019! It looks like there may be issues with the SDK installation. If possible, I would verify that the required components are all installed on VS. After double checking, rebuild the VS solution before triggering a fresh build.
If that wasn’t the case, and blank projects still build correctly, the issue could be some cached data.
Thank you. Let’s try it now…
the process has started, but here it is…
LogInit: Display: LogMaterial: Warning: Cooking a material resource (in Ландшафт_7 hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
LogInit: Display: LogZenStore: Warning: Unable to check for needed chunks, assuming all are needed
LogInit: Display: LogShaderCompilers: Warning: Performance Warning: It took 11.931099 seconds to launch 6 ShaderCompileWorkers
LogInit: Display:
LogInit: Display: Failure - 1 error(s), 38 warning(s)
LogInit: Display:
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: M_Unlit_6304f8ea89011f3e/Default/TGPUSkinVertexFactoryDefault/FLumenTranslucencyRadianceCacheMarkPS/0:/Engine/Private/Lumen/LumenTranslucencyRadianceCacheMarkShaders.usf|MainPS VF ‘TGPUSkinVertexFactoryDefault’ Type ‘FLumenTranslucencyRadianceCacheMarkPS’ ‘/Engine/Private/Lumen/LumenTranslucencyRadianceCacheMarkShaders.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 2: Pipeline DepthPipeline
LogShaders: Error: PipelineJob 0 Failed: MA_Foliage_c87cc26062192ddc/Medium/DepthPipeline/FLocalVertexFactory/FDepthOnlyPS/0:/Engine/Private/DepthOnlyPixelShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘FDepthOnlyPS’ ‘/Engine/Private/DepthOnlyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: MA_Foliage_c87cc26062192ddc/Medium/DepthPipeline/FLocalVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: M_SpecularGlossiness_67fc86e471889f85/Default/FLocalVertexFactory/TMaterialCHSFNoLightMapPolicy/0:/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf|closesthit=MaterialCHS VF ‘FLocalVertexFactory’ Type ‘TMaterialCHSFNoLightMapPolicy’ ‘/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf’ Entry ‘closesthit=MaterialCHS’ Permutation 0
LogShaders: Error: Job 4: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c5db02f29836d7ac/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FLocalVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_c5db02f29836d7ac/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FLocalVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 5: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/DepthNoPixelPipeline/FInstancedStaticMeshVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FInstancedStaticMeshVertexFactory/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/StandardVelocityPipeline/FWaterVertexFactoryNoSelectionWithIndirect/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_d4a8c55238d88e01/Default/StandardVelocityPipeline/FWaterVertexFactoryNoSelectionWithIndirect/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 8 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FInstancedStaticMeshVertexFactory/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FInstancedStaticMeshVertexFactory/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [2/13] MemoryStats:
UsedPhysical 180682752 (0.17 GiB)
PeakUsedPhysical 535228416 (0.50 GiB)
UsedVirtual 225460224 (0.21 GiB)
PeakUsedVirtual 666075136 (0.62 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeFixedGridVertexFactory/TVirtualTextureVSDisplacement/0:/Engine/Private/VirtualTextureMaterial.usf|MainVS VF ‘FLandscapeFixedGridVertexFactory’ Type ‘TVirtualTextureVSDisplacement’ ‘/Engine/Private/VirtualTextureMaterial.usf’ Entry ‘MainVS’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: Water_Material_9ad5b0d03d5b97ff/Default/FLocalVertexFactory/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: Water_Material_9ad5b0d03d5b97ff/Default/FWaterVertexFactoryNoSelectionWithIndirect/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: M_SpecularGlossiness_67fc86e471889f85/Default/FLocalVertexFactory/FLumenCardVS/0:/Engine/Private/Lumen/LumenCardVertexShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘FLumenCardVS’ ‘/Engine/Private/Lumen/LumenCardVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: M_Transmission_2e275fe44fde7ea2/Default/FLocalVertexFactory/FLumenTranslucencyRadianceCacheMarkPS/0:/Engine/Private/Lumen/LumenTranslucencyRadianceCacheMarkShaders.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘FLumenTranslucencyRadianceCacheMarkPS’ ‘/Engine/Private/Lumen/LumenTranslucencyRadianceCacheMarkShaders.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: M_SpecularGlossiness_61421b3b3e658361/Default/FHWRasterizePS/411:/Engine/Private/Nanite/NaniteRasterizer.usf|HWRasterizePS Type ‘FHWRasterizePS’ ‘/Engine/Private/Nanite/NaniteRasterizer.usf’ Entry ‘HWRasterizePS’ Permutation 411
LogShaders: Error: Job 6: Pipeline DepthPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/DepthPipeline/FInstancedStaticMeshVertexFactory/FDepthOnlyPS/0:/Engine/Private/DepthOnlyPixelShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘FDepthOnlyPS’ ‘/Engine/Private/DepthOnlyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_d4a8c55238d88e01/Default/DepthPipeline/FInstancedStaticMeshVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicySkylightForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylightForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 8 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FWaterVertexFactoryNoSelectionWithIndirect/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 9: Pipeline DepthPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/DepthPipeline/FWaterVertexFactoryWithSelectionWithIndirect/FDepthOnlyPS/0:/Engine/Private/DepthOnlyPixelShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘FDepthOnlyPS’ ‘/Engine/Private/DepthOnlyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_f54eb0fa5f8d9cce/Default/DepthPipeline/FWaterVertexFactoryWithSelectionWithIndirect/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [3/13] MemoryStats:
UsedPhysical 534888448 (0.50 GiB)
PeakUsedPhysical 589520896 (0.55 GiB)
UsedVirtual 664109056 (0.62 GiB)
PeakUsedVirtual 728567808 (0.68 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/TShadowDepthVSVertexShadowDepth_OnePassPointLight/0:/Engine/Private/ShadowDepthVertexShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘TShadowDepthVSVertexShadowDepth_OnePassPointLight’ ‘/Engine/Private/ShadowDepthVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/FHairStrandsVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FHairStrandsVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/FHairCardsVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FHairCardsVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: M_Unlit_5a214924b498d54d/Default/FMicropolyRasterizeCS/79:/Engine/Private/Nanite/NaniteRasterizer.usf|MicropolyRasterize Type ‘FMicropolyRasterizeCS’ ‘/Engine/Private/Nanite/NaniteRasterizer.usf’ Entry ‘MicropolyRasterize’ Permutation 79
LogShaders: Error: Job 4 [Single] Failed: Water_Material_9ad5b0d03d5b97ff/Default/FWaterVertexFactoryNoSelectionNonIndirect/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryNoSelectionNonIndirect’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: M_SpecularGlossiness_c8154c9f6770e8cd/Default/FLocalVertexFactory/FPathTracingMaterialCHS/0:/Engine/Private/PathTracing/PathTracingMaterialHitShader.usf|closesthit=PathTracingMaterialCHS VF ‘FLocalVertexFactory’ Type ‘FPathTracingMaterialCHS’ ‘/Engine/Private/PathTracing/PathTracingMaterialHitShader.usf’ Entry ‘closesthit=PathTracingMaterialCHS’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: M_Mannequin_44492d38eafc043a/Default/TGPUSkinVertexFactoryDefault/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘TGPUSkinVertexFactoryDefault’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_c9f728c24850bc8c/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 8 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FSplineMeshVertexFactory/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [4/13] MemoryStats:
UsedPhysical 513785856 (0.48 GiB)
PeakUsedPhysical 588980224 (0.55 GiB)
UsedVirtual 661024768 (0.62 GiB)
PeakUsedVirtual 744185856 (0.69 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/TShadowDepthVSVertexShadowDepth_OutputDepth/0:/Engine/Private/ShadowDepthVertexShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘TShadowDepthVSVertexShadowDepth_OutputDepth’ ‘/Engine/Private/ShadowDepthVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: M_Sheen_e0b84deccbb2ac70/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FLocalVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: M_Sheen_e0b84deccbb2ac70/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FLocalVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FWaterVertexFactoryNoSelectionNonIndirect/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryNoSelectionNonIndirect’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: Water_Material_9ad5b0d03d5b97ff/Default/FInstancedStaticMeshVertexFactory/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 4: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c9f728c24850bc8c/Default/DepthNoPixelPipeline/FSplineMeshVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: Water_Material_c5db02f29836d7ac/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 6: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c5db02f29836d7ac/Default/DepthNoPixelPipeline/FLocalVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FInstancedStaticMeshVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 8 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FInstancedStaticMeshVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FLocalVertexFactory/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [5/13] MemoryStats:
UsedPhysical 300363776 (0.28 GiB)
PeakUsedPhysical 676892672 (0.63 GiB)
UsedVirtual 337694720 (0.31 GiB)
PeakUsedVirtual 806068224 (0.75 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Ландшафт_7_94e77d560b11115b/Default/StandardVelocityPipeline/FLandscapeVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FLandscapeVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Ландшафт_7_94e77d560b11115b/Default/StandardVelocityPipeline/FLandscapeVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FLandscapeVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: M_Sheen_8f884d2d41b04c7a/Default/FLocalVertexFactory/TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect’ ‘/Engine/Private/ShadowDepthPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/TGPUSkinAPEXClothVertexFactoryDefault/TVirtualTexturePSBaseColorNormalSpecular/0:/Engine/Private/VirtualTextureMaterial.usf|MainPS VF ‘TGPUSkinAPEXClothVertexFactoryDefault’ Type ‘TVirtualTexturePSBaseColorNormalSpecular’ ‘/Engine/Private/VirtualTextureMaterial.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: M_Transmission_88c4c7f53fa693e8/Default/TGPUSkinVertexFactoryDefault/TBasePassPSFSelfShadowedTranslucencyPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘TGPUSkinVertexFactoryDefault’ Type ‘TBasePassPSFSelfShadowedTranslucencyPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: M_Unlit_5a214924b498d54d/Default/FHWRasterizePS/411:/Engine/Private/Nanite/NaniteRasterizer.usf|HWRasterizePS Type ‘FHWRasterizePS’ ‘/Engine/Private/Nanite/NaniteRasterizer.usf’ Entry ‘HWRasterizePS’ Permutation 411
LogShaders: Error: Job 5: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: M_SpecularGlossiness_61421b3b3e658361/Default/StandardVelocityPipeline/TGPUSkinVertexFactoryDefault/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘TGPUSkinVertexFactoryDefault’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: M_SpecularGlossiness_61421b3b3e658361/Default/StandardVelocityPipeline/TGPUSkinVertexFactoryDefault/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘TGPUSkinVertexFactoryDefault’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FSplineMeshVertexFactory/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/DepthNoPixelPipeline/FSplineMeshVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 8: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/DepthNoPixelPipeline/FWaterVertexFactoryWithSelectionWithIndirect/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FWaterVertexFactoryWithSelectionWithIndirect/TBasePassPSFNoLightMapPolicySkylightForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TBasePassPSFNoLightMapPolicySkylightForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [6/13] MemoryStats:
UsedPhysical 279056384 (0.26 GiB)
PeakUsedPhysical 546742272 (0.51 GiB)
UsedVirtual 327077888 (0.30 GiB)
PeakUsedVirtual 678072320 (0.63 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeFixedGridVertexFactory/FLandscapePhysicalMaterialPS/0:/Engine/Private/LandscapePhysicalMaterial.usf|PSMain VF ‘FLandscapeFixedGridVertexFactory’ Type ‘FLandscapePhysicalMaterialPS’ ‘/Engine/Private/LandscapePhysicalMaterial.usf’ Entry ‘PSMain’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: Ландшафт_7_4f4b95d0bd323270/Default/FLandscapeVertexFactory/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: Water_Material_9ad5b0d03d5b97ff/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 3: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: M_BrushSprite_01_13991a44349d963d/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FLocalVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: M_BrushSprite_01_13991a44349d963d/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FLocalVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: Water_Material_c5db02f29836d7ac/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: Water_Material_c5db02f29836d7ac/Default/FWaterVertexFactoryNoSelectionWithIndirect/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: Water_Material_c5db02f29836d7ac/Default/FWaterVertexFactoryNoSelectionWithIndirect/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c5db02f29836d7ac/Default/DepthNoPixelPipeline/FWaterVertexFactoryNoSelectionWithIndirect/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 8 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FSplineMeshVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [7/13] MemoryStats:
UsedPhysical 661549056 (0.62 GiB)
PeakUsedPhysical 717832192 (0.67 GiB)
UsedVirtual 786722816 (0.73 GiB)
PeakUsedVirtual 858902528 (0.80 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect’ ‘/Engine/Private/ShadowDepthPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: MA_Foliage_63f7d04f967fb98f/Medium/FInstancedStaticMeshVertexFactory/FPathTracingMaterialCHS_AHS/0:/Engine/Private/PathTracing/PathTracingMaterialHitShader.usf|closesthit=PathTracingMaterialCHS anyhit=PathTracingMaterialAHS VF ‘FInstancedStaticMeshVertexFactory’ Type ‘FPathTracingMaterialCHS_AHS’ ‘/Engine/Private/PathTracing/PathTracingMaterialHitShader.usf’ Entry ‘closesthit=PathTracingMaterialCHS anyhit=PathTracingMaterialAHS’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/FGeometryCacheVertexVertexFactory/TShadowDepthVSVertexShadowDepth_PerspectiveCorrect/0:/Engine/Private/ShadowDepthVertexShader.usf|Main VF ‘FGeometryCacheVertexVertexFactory’ Type ‘TShadowDepthVSVertexShadowDepth_PerspectiveCorrect’ ‘/Engine/Private/ShadowDepthVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: Water_Material_c5db02f29836d7ac/Default/FWaterVertexFactoryWithSelectionWithIndirect/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: M_Unlit_4bf94fcadf26b6da/Default/FMicropolyRasterizeCS/65:/Engine/Private/Nanite/NaniteRasterizer.usf|MicropolyRasterize Type ‘FMicropolyRasterizeCS’ ‘/Engine/Private/Nanite/NaniteRasterizer.usf’ Entry ‘MicropolyRasterize’ Permutation 65
LogShaders: Error: Job 5 [Single] Failed: M_SpecularGlossiness_c2c2396e05ff9736/Default/FLocalVertexFactory/TShadowDepthPSPixelShadowDepth_VirtualShadowMap/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘TShadowDepthPSPixelShadowDepth_VirtualShadowMap’ ‘/Engine/Private/ShadowDepthPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: Water_Material_c5db02f29836d7ac/Default/FSplineMeshVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_c5db02f29836d7ac/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicySkylightForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylightForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 8: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c5db02f29836d7ac/Default/StandardVelocityPipeline/FWaterVertexFactoryNoSelectionWithIndirect/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_c5db02f29836d7ac/Default/StandardVelocityPipeline/FWaterVertexFactoryNoSelectionWithIndirect/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FWaterVertexFactoryNoSelectionWithIndirect/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [8/13] MemoryStats:
UsedPhysical 341086208 (0.32 GiB)
PeakUsedPhysical 507383808 (0.47 GiB)
UsedVirtual 557244416 (0.52 GiB)
PeakUsedVirtual 629096448 (0.59 GiB)
LogShaders: Error: SCW 5 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Water_Material_2698cd0b354f894c/Default/FWaterVertexFactoryWithSelectionWithIndirect/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: Water_Material_2698cd0b354f894c/Default/FWaterVertexFactoryWithSelectionWithIndirect/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: Water_Material_2698cd0b354f894c/Default/FWaterVertexFactoryWithSelectionWithIndirect/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: Water_Material_2698cd0b354f894c/Default/FWaterVertexFactoryWithSelectionWithIndirect/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: Water_Material_2698cd0b354f894c/Default/FWaterVertexFactoryWithSelectionWithIndirect/TBasePassPSFNoLightMapPolicySkylightForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TBasePassPSFNoLightMapPolicySkylightForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [9/13] MemoryStats:
UsedPhysical 363786240 (0.34 GiB)
PeakUsedPhysical 479088640 (0.45 GiB)
UsedVirtual 444694528 (0.41 GiB)
PeakUsedVirtual 622198784 (0.58 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeFixedGridVertexFactory/TVirtualTextureVSBaseColorNormalSpecular/0:/Engine/Private/VirtualTextureMaterial.usf|MainVS VF ‘FLandscapeFixedGridVertexFactory’ Type ‘TVirtualTextureVSBaseColorNormalSpecular’ ‘/Engine/Private/VirtualTextureMaterial.usf’ Entry ‘MainVS’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FWaterVertexFactoryWithSelectionWithIndirect/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: MA_Foliage_c87cc26062192ddc/Medium/FHWRasterizeMS/27:/Engine/Private/Nanite/NaniteRasterizer.usf|HWRasterizeMS Type ‘FHWRasterizeMS’ ‘/Engine/Private/Nanite/NaniteRasterizer.usf’ Entry ‘HWRasterizeMS’ Permutation 27
LogShaders: Error: Job 3: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c5db02f29836d7ac/Default/DepthNoPixelPipeline/FInstancedStaticMeshVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FSplineMeshVertexFactory/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 6: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/StandardVelocityPipeline/FInstancedStaticMeshVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_d4a8c55238d88e01/Default/StandardVelocityPipeline/FInstancedStaticMeshVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FWaterVertexFactoryWithSelectionNonIndirect/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 8: Pipeline DepthPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/DepthPipeline/FWaterVertexFactoryWithSelectionNonIndirect/FDepthOnlyPS/0:/Engine/Private/DepthOnlyPixelShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘FDepthOnlyPS’ ‘/Engine/Private/DepthOnlyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_d4a8c55238d88e01/Default/DepthPipeline/FWaterVertexFactoryWithSelectionNonIndirect/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 9: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/DepthNoPixelPipeline/FInstancedStaticMeshVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [10/13] MemoryStats:
UsedPhysical 638066688 (0.59 GiB)
PeakUsedPhysical 685076480 (0.64 GiB)
UsedVirtual 748740608 (0.70 GiB)
PeakUsedVirtual 810487808 (0.75 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/TShadowDepthVSVertexShadowDepth_PerspectiveCorrect/0:/Engine/Private/ShadowDepthVertexShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘TShadowDepthVSVertexShadowDepth_PerspectiveCorrect’ ‘/Engine/Private/ShadowDepthVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/FSplineMeshVertexFactory/TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly/0:/Engine/Private/ShadowDepthVertexShader.usf|PositionOnlyMain VF ‘FSplineMeshVertexFactory’ Type ‘TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly’ ‘/Engine/Private/ShadowDepthVertexShader.usf’ Entry ‘PositionOnlyMain’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/FTranslucentLightingInjectPS/20:/Engine/Private/TranslucentLightInjectionShaders.usf|InjectMainPS Type ‘FTranslucentLightingInjectPS’ ‘/Engine/Private/TranslucentLightInjectionShaders.usf’ Entry ‘InjectMainPS’ Permutation 20
LogShaders: Error: Job 3: Pipeline DepthPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c5db02f29836d7ac/Default/DepthPipeline/FWaterVertexFactoryWithSelectionWithIndirect/FDepthOnlyPS/0:/Engine/Private/DepthOnlyPixelShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘FDepthOnlyPS’ ‘/Engine/Private/DepthOnlyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_c5db02f29836d7ac/Default/DepthPipeline/FWaterVertexFactoryWithSelectionWithIndirect/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: Ландшафт_7_6ae2585f2711d8c9/Default/FLandscapeFixedGridVertexFactory/TVirtualTexturePSBaseColorNormalRoughness/0:/Engine/Private/VirtualTextureMaterial.usf|MainPS VF ‘FLandscapeFixedGridVertexFactory’ Type ‘TVirtualTexturePSBaseColorNormalRoughness’ ‘/Engine/Private/VirtualTextureMaterial.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: M_Mannequin_44492d38eafc043a/Default/TGPUSkinVertexFactoryDefault/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘TGPUSkinVertexFactoryDefault’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 7: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/StandardVelocityPipeline/FSplineMeshVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FSplineMeshVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_f54eb0fa5f8d9cce/Default/StandardVelocityPipeline/FSplineMeshVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FSplineMeshVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 8 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FLocalVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicySkylightForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylightForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [11/13] MemoryStats:
UsedPhysical 52551680 (0.05 GiB)
PeakUsedPhysical 544043008 (0.51 GiB)
UsedVirtual 159490048 (0.15 GiB)
PeakUsedVirtual 665509888 (0.62 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/FHitProxyPS/0:/Engine/Private/HitProxyPixelShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘FHitProxyPS’ ‘/Engine/Private/HitProxyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: M_SpecularGlossiness_67fc86e471889f85/Default/FLocalVertexFactory/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 2: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_c9f728c24850bc8c/Default/StandardVelocityPipeline/FInstancedStaticMeshVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_c9f728c24850bc8c/Default/StandardVelocityPipeline/FInstancedStaticMeshVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 3: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/DepthNoPixelPipeline/FWaterVertexFactoryWithSelectionNonIndirect/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 4: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/StandardVelocityPipeline/FWaterVertexFactoryWithSelectionNonIndirect/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_d4a8c55238d88e01/Default/StandardVelocityPipeline/FWaterVertexFactoryWithSelectionNonIndirect/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FSplineMeshVertexFactory/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 8: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FLocalVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_f54eb0fa5f8d9cce/Default/StandardVelocityPipeline/FLocalVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FLocalVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 9: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: MA_Foliage_613fcfe7eb0d5385/Medium/StandardVelocityPipeline/FLocalVertexFactory/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FLocalVertexFactory’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: MA_Foliage_613fcfe7eb0d5385/Medium/StandardVelocityPipeline/FLocalVertexFactory/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FLocalVertexFactory’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [12/13] MemoryStats:
UsedPhysical 571281408 (0.53 GiB)
PeakUsedPhysical 628854784 (0.59 GiB)
UsedVirtual 695705600 (0.65 GiB)
PeakUsedVirtual 769576960 (0.72 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/TShadowDepthPSPixelShadowDepth_OnePassPointLight/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF ‘FLandscapeVertexFactory’ Type ‘TShadowDepthPSPixelShadowDepth_OnePassPointLight’ ‘/Engine/Private/ShadowDepthPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: M_Photoscan_Master_729c6996181a71d8/Low/FSplineMeshVertexFactory/TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘TShadowDepthPSPixelShadowDepth_NonPerspectiveCorrect’ ‘/Engine/Private/ShadowDepthPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: M_SpecularGlossiness_67fc86e471889f85/Default/TGPUSkinVertexFactoryDefault/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘TGPUSkinVertexFactoryDefault’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: M_Transmission_88c4c7f53fa693e8/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 4 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicySkylightForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylightForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 5 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FWaterVertexFactoryWithSelectionNonIndirect/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 6: Pipeline DepthPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_d4a8c55238d88e01/Default/DepthPipeline/FWaterVertexFactoryNoSelectionWithIndirect/FDepthOnlyPS/0:/Engine/Private/DepthOnlyPixelShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘FDepthOnlyPS’ ‘/Engine/Private/DepthOnlyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_d4a8c55238d88e01/Default/DepthPipeline/FWaterVertexFactoryNoSelectionWithIndirect/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FWaterVertexFactoryNoSelectionWithIndirect’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FInstancedStaticMeshVertexFactory/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 8: Pipeline DepthPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/DepthPipeline/FInstancedStaticMeshVertexFactory/FDepthOnlyPS/0:/Engine/Private/DepthOnlyPixelShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘FDepthOnlyPS’ ‘/Engine/Private/DepthOnlyPixelShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_f54eb0fa5f8d9cce/Default/DepthPipeline/FInstancedStaticMeshVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FInstancedStaticMeshVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 9 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicySkylightForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylightForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaderCompilers: Display: ShaderCompileWorker [13/13] MemoryStats:
UsedPhysical 531017728 (0.49 GiB)
PeakUsedPhysical 587948032 (0.55 GiB)
UsedVirtual 654618624 (0.61 GiB)
PeakUsedVirtual 727134208 (0.68 GiB)
LogShaders: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogShaders: Error: Job 0 [Single] Failed: Ландшафт_7_94e77d560b11115b/Default/FLandscapeVertexFactory/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLandscapeVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 1 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/FSplineMeshVertexFactory/TVirtualTexturePSDisplacement/0:/Engine/Private/VirtualTextureMaterial.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TVirtualTexturePSDisplacement’ ‘/Engine/Private/VirtualTextureMaterial.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 2 [Single] Failed: WorldGridMaterial_427ca6397ae0d8fc/Default/FLandscapeFixedGridVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FLandscapeFixedGridVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 3 [Single] Failed: M_SpecularGlossiness_61421b3b3e658361/Default/FHWRasterizePS/403:/Engine/Private/Nanite/NaniteRasterizer.usf|HWRasterizePS Type ‘FHWRasterizePS’ ‘/Engine/Private/Nanite/NaniteRasterizer.usf’ Entry ‘HWRasterizePS’ Permutation 403
LogShaders: Error: Job 4 [Single] Failed: Water_Material_d4a8c55238d88e01/Default/FLocalVertexFactory/TBasePassPSFNoLightMapPolicyForceVelocity/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLocalVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicyForceVelocity’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 5: Pipeline StandardVelocityPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/StandardVelocityPipeline/FWaterVertexFactoryWithSelectionWithIndirect/TVelocityPSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainPixelShader VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TVelocityPSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainPixelShader’ Permutation 0
LogShaders: Error: PipelineJob 1 Failed: Water_Material_f54eb0fa5f8d9cce/Default/StandardVelocityPipeline/FWaterVertexFactoryWithSelectionWithIndirect/TVelocityVSEVelocityPassMode::Velocity_Standard/0:/Engine/Private/VelocityShader.usf|MainVertexShader VF ‘FWaterVertexFactoryWithSelectionWithIndirect’ Type ‘TVelocityVSEVelocityPassMode::Velocity_Standard’ ‘/Engine/Private/VelocityShader.usf’ Entry ‘MainVertexShader’ Permutation 0
LogShaders: Error: Job 6 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FSplineMeshVertexFactory/TBasePassVSFNoLightMapPolicy/0:/Engine/Private/BasePassVertexShader.usf|Main VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassVSFNoLightMapPolicy’ ‘/Engine/Private/BasePassVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 7 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FSplineMeshVertexFactory/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FSplineMeshVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogShaders: Error: Job 8 [Single] Failed: Water_Material_f54eb0fa5f8d9cce/Default/FWaterVertexFactoryWithSelectionNonIndirect/FHitProxyVS/0:/Engine/Private/HitProxyVertexShader.usf|Main VF ‘FWaterVertexFactoryWithSelectionNonIndirect’ Type ‘FHitProxyVS’ ‘/Engine/Private/HitProxyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaders: Error: Job 9: Pipeline DepthNoPixelPipeline
LogShaders: Error: PipelineJob 0 Failed: Water_Material_f54eb0fa5f8d9cce/Default/DepthNoPixelPipeline/FLocalVertexFactory/TDepthOnlyVS/0:/Engine/Private/DepthOnlyVertexShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘TDepthOnlyVS’ ‘/Engine/Private/DepthOnlyVertexShader.usf’ Entry ‘Main’ Permutation 0
LogShaderCompilers: Display: Sum of MemoryStats for 13 ShaderCompileWorker(s):
UsedPhysical 5509316608 (5.13 GiB)
PeakUsedPhysical 7796695040 (7.26 GiB)
UsedVirtual 9555599360 (8.90 GiB)
PeakUsedVirtual 9555599360 (8.90 GiB)
LogWindows: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 269]
Ran out of memory allocating 351438048 (335.2 MiB) bytes with alignment 4. Last error msg: Файл подкачки слишком мал для завершения операции..
LogThreadingWindows: Error: Runnable thread Background Worker #5 crashed.
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 269]
LogWindows: Error: Ran out of memory allocating 351438048 (335.2 MiB) bytes with alignment 4. Last error msg: Файл подкачки слишком мал для завершения операции..
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: Unhandled Exception: 0x0000c000
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007fff35ee360e UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35f0f983 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35fc7daf UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35fc9069 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35fc94eb UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35eac158 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ffefb115fd3 UnrealEditor-MeshBuilder.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ffefb1281e9 UnrealEditor-MeshBuilder.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ffefb123690 UnrealEditor-MeshBuilder.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ffefb111d00 UnrealEditor-MeshBuilder.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff32343ce2 UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff3342dca4 UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff3342e6e0 UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff3343ffd7 UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff3343dff6 UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff3199e631 UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff3199e05e UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff36208418 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff31c28a95 UnrealEditor-Engine.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ff668f71d6c UnrealEditor-Cmd.exe!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ff668f78dc5 UnrealEditor-Cmd.exe!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35d543f7 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35d542cc UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35d795ae UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35d41185 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff35fcecc4 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff36436cf8 UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff3642fb0f UnrealEditor-Core.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fffb6e5e8d7 KERNEL32.DLL!UnknownFunction
LogWindows: Error:
LogWindows: Error: Crash in runnable thread Background Worker #5
LogWindows: Error: end: stack for UAT
WTF?
LogInit: Display: LogMaterial: Warning: Cooking a material resource (in Ландшафт_7 hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
LogInit: Display:
LogInit: Display: Success - 0 error(s), 36 warning(s)
LogInit: Display:
From what I can see, the critical issues now point to your device running out of memory during the build process. Is there any way you can free up some memory during the build process by basically only running Unreal and the build itself?
LogThreadingWindows: Error: Runnable thread Background Worker #5 crashed.
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 269]
LogWindows: Error: Ran out of memory allocating 351438048 (335.2 MiB) bytes with alignment 4. Last error msg: Файл подкачки слишком мал для завершения операции..
However the shader issues mentioned are probably related to something else, though they are warnings for the most part and not likely causing the failure to build.
Before making any changes to the project itself, back it up somewhere safe.
To fix those issues, you’ll have to check and see if there are compilation issues on the materials mentioned, and if not you may just need to delete the saved, Intermediate, and DerivedDataCache in the project folder and let them regenerate.