Error SM5 after re-assigning material to another mesh?

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 can’t change type, size, or layout (‘TEXCOORD6’).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD0’).
[SM5] /Engine/Private/LightMapDensityShader.usf(162,23-33): error X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD6’).
[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.

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I have the same issue, did you find any solution since then?

[SM5] /Engine/Private/HitProxyPixelShader.usf(24,23-33): error X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD6’).
[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 can’t change type, size, or layout (‘TEXCOORD0’).
[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. It’s 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 can’t change type, size, or layout (‘TEXCOORD6’).
LogShaderCompilers: Display: /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): err0r X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD0’).
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 can’t change type, size, or layout (‘TEXCOORD6’).
MaterialEditorStats: Error: [SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD0’).
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


Getting the same errors. doesn’t happen in other projects with the same objects. it seems to be a setting that was ticked that I was unaware of.

if anybody figures this out please drop the solution!!!

/Engine/Private/GpuSkinVertexFactory.ush(804,3-74): warning X4000: use of potentially uninitialized variable ((unknown))

/Engine/Private/LightMapDensityShader.usf(16,23-33): err0r X4503: output TEXCOORD6 used more than once

/Engine/Private/HitProxyVertexShader.usf(27,23-33): err0r X4503: output TEXCOORD6 used more than once

/Engine/Private/HitProxyPixelShader.usf(24,23-33): err0r X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD6’).

/Engine/Private/LightMapDensityShader.usf(162,23-33): err0r X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD6’).

/Engine/Private/GpuSkinVertexFactory.ush(180,24-34): err0r X4503: output TEXCOORD6 used more than once

/Engine/Private/GpuSkinVertexFactory.ush(180,24-34): err0r X4503: output TEXCOORD7 used more than once

/Engine/Private/GpuSkinVertexFactory.ush(180,24-34): err0r X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD0’).

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 “M_Opaque_Master”. I can’t 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 can’t change type, size, or layout (‘TEXCOORD6’).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD0’).
[SM5] /Engine/Private/LightMapDensityShader.usf(162,23-33): error X3536: Duplicated input semantics can’t change type, size, or layout (‘TEXCOORD6’).
[SM5] /Engine/Private/GpuSkinVertexFactory.ush(180,24-34): error X4503: output TEXCOORD6 used more than once

I am getting the same issues. Wanted to know if anyone had an update to this problem.

I’m getting the same issue with the Automotive materials, particularly anything coming from M_Opaque_Master. It’s 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.

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Wanted to add a bump to this. I am still getting this error and really hurting my workflow. Wanted to know if there is a fix for this!

I have the exact same problem and am finding it quite frustrating now. I hope a solution is found soon?

Bump
Anyone found a solution yet by chance?

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.

Has anyone solved it?
I also get an error when assigning to Skeltal Mesh.

A Very kind person taught me the solution !
Share here.

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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.

It looks like everything is fixed in the new build 4.27. Happy everything works now.

For those not using 4.27 and you want to fix this, untick ‘used with skeletal meshes’ in the Opaque Master material:

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 won’t be broken anymore

11 Likes

Thanks!

1 Like

THIS WORKED

thank you much!

1 Like

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