# Failed to compile Material for platform GLSL\_ES2, Default Material will be used in game.

**URL:** <https://forums.unrealengine.com/t/failed-to-compile-material-for-platform-glsl_es2-default-material-will-be-used-in-game/450704>\
**Category:** Rendering\
**Tags:** default, skybox, unreal-engine, failed, compile, question\
**Created:** [June 15, 2019, 12:23pm UTC](https://forums.unrealengine.com/t/failed-to-compile-material-for-platform-glsl_es2-default-material-will-be-used-in-game/450704 "2019-06-15T12:23:33Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Based\_Matt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Based\_Matt](https://forums.unrealengine.com/u/Based_Matt)\
**Post date:** [June 15, 2019, 12:23pm UTC](https://forums.unrealengine.com/t/failed-to-compile-material-for-platform-glsl_es2-default-material-will-be-used-in-game/450704/1 "2019-06-15T12:23:33Z")

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Hello,

I am attempting to create a simple simulation on the Oculus Quest for an Architecture project with UE4. I have loaded a panoramic drone shot of a job site into UE4, and I am attempting to use it as a cubemap/skybox. I am successfully able to load in a .dds file and map it to the material on my computer, but once i attempt to build and launch I get the error message stated in the title. The skybox renders as a default material, rather than the panoramic photo. I am trying to figure out why, but this is my first time using UE4 and I really dont know what to do/what could be wrong. I can provide photos as needed, any help would be appreciated.

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**Author:** ![anonymous\_user\_942e8e52](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_942e8e52](https://forums.unrealengine.com/u/anonymous_user_942e8e52)\
**Post date:** [June 15, 2019, 12:30pm UTC](https://forums.unrealengine.com/t/failed-to-compile-material-for-platform-glsl_es2-default-material-will-be-used-in-game/450704/2 "2019-06-15T12:30:34Z")

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Hello Matt,

You may be running into resolution limits (Panoramic shot sounds like a lot of pixels!)

So I’d try scaling texture to less than 4k (maybe even 2k) in any direction.

It’s also good practice to have image sizes be power of 2 number (512, 1024, 2048 etc)

Personally I’ve seen that error when I had something in my material graph that was not compatible with the mobile renderer.
