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.