Failed to compile Material for platform

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 donā€™t support that or am I missing some checkmark in the Project Settings?

I have not found anything that would indicate, that itā€™s suported or not.Especially since here it says, that it is supported.

SupportedRenderingFeatures

Anyone who should come across this, the solution is very simple. In the post process material select ā€œBefore Tonemappingā€ that fixed it for me
280217-

but itā€™s grayed out

it was grayed out on my screen as well. i changed ā€˜material domainā€™ from ā€˜surfaceā€™ to ā€˜post processā€™ and then was able to change ā€˜blendable locationā€™ under ā€˜post process materialā€™ to ā€˜before tonemappingā€™. is there a better way to do this? it solved the ā€˜failed to compile material for platform errorā€™, but cause my standard iclone characterā€™s face & body skin to become all gray when packaged to quest 2.

I tried doing this, but I am still getting this as warning followed by an error that says this
, and I am on Unreal Engine 5.0.3

:2819:39: error: no matching function for call to ā€˜transposeā€™
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, ( float3x3 )transpose(Parameters.InstanceLocalToWorld)) / (temptemp);
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:2840:27: error: no matching function for call to ā€˜transposeā€™
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:2854:39: error: no matching function for call to ā€˜transposeā€™
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, ( float3x3 )transpose(Parameters.InstanceLocalToWorld)) / (temp
temp);
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:2875:27: error: no matching function for call to ā€˜transposeā€™
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, transpose(Parameters.InstanceLocalToWorld));
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
UATHelper: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:2904:39: error: no matching function for call to ā€˜transposeā€™
UATHelper: Packaging (Android (ASTC)): return mul(InWorldVector, ( float3x3 )transpose(Parameters.InstanceLocalToWorld)) / (temp*temp);
UATHelper: Packaging (Android (ASTC)): ^~~~~~~~~
Warning: Failed to compile Material /Game/MSPresets/MS_Foliage_Material/MasterMaterials/MA_Impostor.MA_Impostor for platform SF_VULKAN_ES31_ANDROID

Iā€™m having this same issue, did you happen to figure out a good way to fix it?

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