The material is showing on the original datasmith file. After I reimport the scene file in fbx format and reassign the material to the new fbx models. The shader is not compiling and there are few errors that appeared:
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(804,3-74): warning X4000: use of potentially uninitialized variable ((unknown))
[SM5] /Engine/Private/HitProxyVertexShader.usf(27,23-33): error X4503: output TEXCOORD6 used more than once
[SM5] /Engine/Private/HitProxyPixelShader.usf(24,23-33): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD6â).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD0â).
[SM5] /Engine/Private/LightMapDensityShader.usf(162,23-33): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD6â).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD6 used more than once
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD7 used more than once
[SM5] /Engine/Private/LightMapDensityShader.usf(16,23-33): error X4503: output TEXCOORD6 used more than once
Can anyone help and give suggestions on how to solve the problem.
[SM5] /Engine/Private/HitProxyPixelShader.usf(24,23-33): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD6â).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(804,3-74): warning X4000: use of potentially uninitialized variable ((unknown))
[SM5] /Engine/Private/HitProxyVertexShader.usf(27,23-33): error X4503: output TEXCOORD6 used more than once
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD0â).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD6 used more than once
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD7 used more than once
getting the same errors. have you found any solution?
Same Issue here using the Automotive Materials. Itâs strange how this got triggered from literally applying a material to another mesh to test and now all the project seems to be broken without materials. Does anyone have suggestion/time to help?
LogShaderCompilers: Warning: Failed to compile Material /Engine/Transient.M_Opaque_Master for platform PCD3D_SM5, Default Material will be used in game.
LogShaderCompilers: Display: /Engine/Private/HitProxyPixelShader.usf(24,23-33): err0r X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD6â).
LogShaderCompilers: Display: /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): err0r X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD0â).
LogShaderCompilers: Display: /Engine/Private/GpuSkinVertexFactory.ush(804,3-74): warning X4000: use of potentially uninitialized variable ((unknown))
LogShaderCompilers: Display: /Engine/Private/HitProxyVertexShader.usf(27,23-33): err0r X4503: output TEXCOORD6 used more than once
LogShaderCompilers: Display: /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): err0r X4503: output TEXCOORD6 used more than once
LogShaderCompilers: Display: /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): err0r X4503: output TEXCOORD7 used more than once
MaterialEditorStats: Error: [SM5] /Engine/Private/HitProxyPixelShader.usf(24,23-33): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD6â).
MaterialEditorStats: Error: [SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD0â).
MaterialEditorStats: Error: [SM5] /Engine/Private/GpuSkinVertexFactory.ush(804,3-74): warning X4000: use of potentially uninitialized variable ((unknown))
MaterialEditorStats: Error: [SM5] /Engine/Private/HitProxyVertexShader.usf(27,23-33): error X4503: output TEXCOORD6 used more than once
MaterialEditorStats: Error: [SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD6 used more than once
MaterialEditorStats: Error: [SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD7 used more than once
I also tried to reinstall from scratch windows 10 and re-download Ue4.26.2 and also re-downloading the automotive materials and now I have the same problem happening on the master material âM_Opaque_Masterâ. I canât get my head around it⊠even if you try debugging it by applying the simpliest material at the material output there are still the same errors
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD7 used more than once
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(804,3-74): warning X4000: use of potentially uninitialized variable ((unknown))
[SM5] /Engine/Private/LightMapDensityShader.usf(16,23-33): error X4503: output TEXCOORD6 used more than once
[SM5] /Engine/Private/HitProxyVertexShader.usf(27,23-33): error X4503: output TEXCOORD6 used more than once
[SM5] /Engine/Private/HitProxyPixelShader.usf(24,23-33): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD6â).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD0â).
[SM5] /Engine/Private/LightMapDensityShader.usf(162,23-33): error X3536: Duplicated input semantics canât change type, size, or layout (âTEXCOORD6â).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD6 used more than once
Iâm getting the same issue with the Automotive materials, particularly anything coming from M_Opaque_Master. Itâs possible this issue started when I tried applying one the the MIs to a skeletal mesh. I have been using these materials for years without issue until yesterday when I got an asset as a skeletal mesh which is not typical for me.
I am still having this problem. Any help will be amazing!
I can get it to sometimes work when I check the the USE Object UVs option. But that only works some times.
This is a quick solve but not a solution to data without UVs. Not being able to use tri-planner Projection hurts my workflow a lot with automotive vehicles.
Still need it to work with out having to use Object uvs on a skeletal mesh.
This should fix your problems and stop the error message, it will likely rebuild all the shaders that use this material, and you might still have hte error in the Material Instances but the materials wonât be broken anymore
YEAAH IT DID THE TRICK ! (Unreal 5 early access 2)
It kept rechecking itself but we had an instance of this material applied to a skeletal mesh. After removing it, it went well for good !
Thank you very much