"Failed to create graphics pipeline", 5.6.0, DX12

Trying 5.6.0, getting a slew of errors when launching a packaged game on Windows. On desktop it seems to run anyway, in VR it hangs on a black screen on launch.

Using DX12, SM6. There are no relevant errors or warnings during cook.

Nvidia 4070 with drivers v576.52

This happens with a blank blueprints project.

The log errors are in the format of:

21:38:10.418 D3D12RHI Failed to create pipeline state with combined hash 2B6B9CA6CF744F83, error 80070057.
21:38:10.419 D3D12RHI Failed to create pipeline state with combined hash 19A8D433D98AF98B, error 80070057.
21:38:10.419 D3D12RHI Failed to create graphics PSO with combined hash 0x2B6B9CA6CF744F83:
AlphaToCoverageEnable = 0
IndependentBlendEnable = 1
RenderTarget[0] = { 1, 0, 0x2, 0x6, 0x1, 0x1, 0x2, 0x1, 0x0, 0xF }
SampleMask = 0xFFFFFFFF
FillMode = 3
CullMode = 3
FrontCounterClockwise = 1
DepthBias = 0
DepthBiasClamp = 0.000000
SlopeScaledDepthBias = 0.000000
DepthClipEnable = 1
MultisampleEnable = 1
AntialiasedLineEnable = 0
ForcedSampleCount = 0
ConservativeRaster = 0
DepthEnable = 0
DepthWriteMask = 0
DepthFunc = 8
StencilEnable = 0
StencilReadMask = 0xFF
StencilWriteMask = 0xFF
FrontFace = { 1, 1, 1, 8 }
BackFace = { 1, 1, 1, 8 }
InputLayout.NumElements = 2
InputLayout[0] = { “ATTRIBUTE”, 0, 0x1E, 0, 0, 0x0, 0 }
InputLayout[1] = { “ATTRIBUTE”, 1, 0x2A, 1, 0, 0x1, 1 }
IBStripCutValue = 0x0
PrimitiveTopologyType = 0x3
NumRenderTargets = 1
RTVFormats[0] = 0x5B
DSVFormat = 0x0
SampleDesc = { 1, 0 }
NodeMask = 0x1
Flags = 0x0
21:38:10.419 RHI Failed to create graphics pipeline, hashes: Vertex: 0A03368093BE49750D644C7E6ED1F982BD2CAC9E, Pixel: C173BFFED19F15E801E7B888727A7338272764B6, Pipeline: 7238731E6062C42A858824768A77660E7060133A.

I’ve only included one but there are hundreds such errors in the file.

I did some digging to understand what shaders the hashes correspond to. I generated a shader stable key (SHK) file and dumped it to text using the ShaderPipelineCacheTools commandlet. I then looked up the hashes and surprisingly it is failing on core engine shaders:

I only looked up the vertex shader hashes, but for each of these there are a number of corresponding pixel shaders:

0A03368093BE49750D644C7E6ED1F982BD2CAC9E /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FLandscapeFixedGridVertexFactory
C5209C67F962115AD874F2F2584958DC530C2CF3 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FGPUSpriteVertexFactory
BFA3341103652D44DB11F16A1B6AB4F3E8BBCDE9 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FMeshParticleVertexFactory
47AEA6FA81BF7CF283888700DB77624342FDCFC2 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FHairCardsVertexFactory
1495F18E8CE801174B09F9C8DBE6188D186FC8D8 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,TGPUSkinAPEXClothVertexFactoryDefault
6C59AD8D330F890EF2A6E7A8A3870E66AF550620 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FNiagaraSpriteVertexFactory
D069419216CE6C2782CF1BCE6FB71B10E3B42315 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FLandscapeVertexFactory
B86850324F9B43406230D84E157F7AB819FE6EC3 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FParticleSpriteVertexFactory
E55D8DDA06ADBB8AD17BDA0152AAC0■■■974175D /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FHairStrandsVertexFactory
FB5E63BB12E9E1E33412C0A466218384792FB81C /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FLandscapeTileVertexFactory
0E8B2A8627F5D2328C36A6BA63105F9F7561D784 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,TGPUSkinVertexFactoryDefault
75A1C0DCDF0458019D7905AEFC6A660E6FE6A36F /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FNiagaraRibbonVertexFactory
F561C6B2E05FF7CB3D8533672BDF2385649C41BC /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FParticleBeamTrailVertexFactory
81FF8FB721D6FDCAF3C4B984A0EC2F24906D2B69 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FNiagaraMeshVertexFactory
0A7A6310F206254A1F2195294462A9244C859727 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,TGPUSkinAPEXClothVertexFactoryUnlimited
5AA4898F08C44D7ECC8D2B927F890333DF9C5FC1 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FGeometryCollectionVertexFactory
51F4169D5BC012B6E0B041653D257A29282D464F /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FLocalVertexFactory
177524E4CC5128E99EB315C297C55F1958171A33 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FInstancedStaticMeshVertexFactory
403E3E5CB4B10FBCDA4A7664DC048EA5678DA250 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,TGPUSkinVertexFactoryUnlimited
2A2BF119B6A89EDDA67C2E1867018B7711383358 /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FSplineMeshVertexFactory
51F4169D5BC012B6E0B041653D257A29282D464F /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FLocalVertexFactory
0A78B35C2986BB91A1FF5146479C66E5A32CD1FD /Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_DeferredDecal,SM6,Num,SF_Vertex,PCD3D_SM6,TGPUSkinVertexFactoryDefault
D27ACC0693681540CA241E799BF1095A54879AB7 /Engine/EngineMaterials/DefaultPostProcessMaterial.DefaultPostProcessMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_PostProcess,SM6,Num,SF_Vertex,PCD3D_SM6,FLocalVertexFactory
926E100EDAC9D63CBF59CE736A4A29C6FE35A4C7 /Engine/EngineMaterials/DefaultPostProcessMaterial.DefaultPostProcessMaterial,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_PostProcess,SM6,Num,SF_Vertex,PCD3D_SM6,TGPUSkinVertexFactoryDefault
7C2022619467EB0B4A491277C5AD1101840305F6 /Game/Levels/ShootHouse/ShootHouse/PersistentLevel/Landscape_0.LandscapeMaterialInstanceConstant_100,TVirtualTextureVSBaseColorNormalRoughness,MeshMaterial,MD_Surface,SM6,Num,SF_Vertex,PCD3D_SM6,FLandscapeFixedGridVertexFactory

The issues are with WorldGridMaterial, DefaultDeferredDecalMaterial, DefaultPostProcessMaterial, at least in the vertex shaders.

These are my render settings from DefaultEngine.ini

[/Script/Engine.RendererSettings]
vr.InstancedStereo=True
r.Streaming.PoolSize=3000
vr.RoundRobinOcclusion=True
r.VirtualTextures=True
r.EarlyZPass=3
r.EarlyZPassOnlyMaterialMasking=False
r.ReflectionMethod=1
r.GenerateMeshDistanceFields=False
r.DynamicGlobalIlluminationMethod=1
r.Shadow.Virtual.Enable=1
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.MegaLights.EnableForProject=True
r.ShaderPipelineCache.Enabled=True
r.PSOPrecaching=1

This was not an issue in UE5.5.

Please advise.

Apparently it’s enough to have only ‘Instanced Stereo’ and ‘Virtual Texture Support’ both enabled to generate the errors. The other settings are unrelated.