whenever I try to package the game for android I get the following error:
UATHelper: Packaging (Android (ETC1)): LogMaterial: Warning: E:\UE4Projects\Coala\coalaunrealplugin\BlankProject\Content\Example\POIs\poiDynamic\1_PostProcess_mat.uasset: Failed to compile Material for platform SF_VULKAN_ES31_ANDROID_NOUB, Default Material will be used in game.
UATHelper: Packaging (Android (ETC1)): LogMaterial: Display: Missing cached shader map for material 1_PostProcess_mat, compiling.
UATHelper: Packaging (Android (ETC1)): LogMaterial: Warning: E:\UE4Projects\Coala\coalaunrealplugin\BlankProject\Content\Example\POIs\poiDynamic\1_PostProcess_mat.uasset: Failed to compile Material for platform GLSL_ES2, Default Material will be used in game.
UATHelper: Packaging (Android (ETC1)): LogMaterial: Display: Missing cached shader map for material 1_PostProcess_mat, compiling.
UATHelper: Packaging (Android (ETC1)): LogMaterial: Warning: E:\UE4Projects\Coala\coalaunrealplugin\BlankProject\Content\Example\POIs\poiDynamic\1_PostProcess_mat.uasset: Failed to compile Material for platform GLSL_ES3_1_ANDROID, Default Material will be used in game.
The material in question uses custom and scene depth. Might it be that the rendering options OpenGL ES2, OpenGL ES3.1, and Vulkan donāt support that or am I missing some checkmark in the Project Settings?
I have not found anything that would indicate, that itās suported or not.Especially since here it says, that it is supported.
Anyone who should come across this, the solution is very simple. In the post process material select āBefore Tonemappingā that fixed it for me
280217-
it was grayed out on my screen as well. i changed āmaterial domainā from āsurfaceā to āpost processā and then was able to change āblendable locationā under āpost process materialā to ābefore tonemappingā. is there a better way to do this? it solved the āfailed to compile material for platform errorā, but cause my standard iclone characterās face & body skin to become all gray when packaged to quest 2.