Hello everyone.
In version 4.21 I get the following fatal error when cooking the game.
Until today I had no problems. Any ideas?
LogOutputDevice: Warning:
Script Stack (0 frames):
LogWindows: Windows GetLastError: La operación se completó correctamente. (0)
LogShaderCompilers: Display: Shaders left to compile 4000
LogShaderCompilers: Display: Shaders left to compile 3990
LogShaderCompilers: Display: Shaders left to compile 3980
LogShaderCompilers: Display: Shaders left to compile 3970
LogShaderCompilers: Display: Shaders left to compile 3960
LogShaderCompilers: Display: Shaders left to compile 3950
LogShaderCompilers: Display: Shaders left to compile 3940
LogShaderCompilers: Display: Shaders left to compile 3930
LogShaderCompilers: Display: Shaders left to compile 3920
LogShaderCompilers: Display: Shaders left to compile 3910
LogShaderCompilers: Display: Shaders left to compile 3900
LogShaderCompilers: Display: Shaders left to compile 3890
LogShaderCompilers: Display: Shaders left to compile 3880
LogShaderCompilers: Display: Shaders left to compile 3870
LogShaderCompilers: Display: Shaders left to compile 3860
LogShaderCompilers: Display: Shaders left to compile 3850
LogShaderCompilers: Display: Shaders left to compile 3840
LogShaderCompilers: Display: Shaders left to compile 3830
LogShaderCompilers: Display: Shaders left to compile 3820
LogShaderCompilers: Display: Shaders left to compile 3810
LogShaderCompilers: Display: Shaders left to compile 3800
LogShaderCompilers: Display: Shaders left to compile 3790
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error: [File:E:\MyProject\Engine\Source\Runtime\ShaderCore\Private\ShaderParameters.cpp] [Line: 25]
LogWindows: Error: Failure to bind non-optional shader parameter SplineStartPos! The parameter is either not present in the shader, or the shader compiler optimized it out.
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffb4e979129 KERNELBASE.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffb0a89881a UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [e:\MyProject\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:63]
LogWindows: Error: [Callstack] 0x00007ffb0a67bb37 UE4Editor-Core.dll!FOutputDevice::LogfImpl() [e:\MyProject\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
LogWindows: Error: [Callstack] 0x00007ffb0a5b3f07 UE4Editor-Core.dll!FDebug::AssertFailed() [e:\MyProject\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
LogWindows: Error: [Callstack] 0x00007ffb1470419f UE4Editor-ShaderCore.dll!FShaderParameter::Bind() [e:\MyProject\engine\source\runtime\shadercore\private\shaderparameters.cpp:27]
LogWindows: Error: [Callstack] 0x00007ffb06287777 UE4Editor-Engine.dll!FSplineMeshVertexFactoryShaderParameters::Bind() [e:\MyProject\engine\source\runtime\engine\private\components\splinemeshcomponent.cpp:37]
LogWindows: Error: [Callstack] 0x00007ffb146d5f4e UE4Editor-ShaderCore.dll!FVertexFactoryParameterRef::FVertexFactoryParameterRef() [e:\MyProject\engine\source\runtime\shadercore\private\vertexfactory.cpp:332]
LogWindows: Error: [Callstack] 0x00007ffaffcb481d UE4Editor-Renderer.dll!FMeshMaterialShader::FMeshMaterialShader() [e:\MyProject\engine\source\runtime\renderer\public\meshmaterialshader.h:30]
LogWindows: Error: [Callstack] 0x00007ffaffd6c637 UE4Editor-Renderer.dll!TDepthOnlyVS<0>::ConstructCompiledInstance() [e:\MyProject\engine\source\runtime\renderer\private\depthrendering.cpp:86]
LogWindows: Error: [Callstack] 0x00007ffb0688c833 UE4Editor-Engine.dll!FMeshMaterialShaderType::FinishCompileShader() [e:\MyProject\engine\source\runtime\engine\private\materials\meshmaterialshader.cpp:143]
LogWindows: Error: [Callstack] 0x00007ffb0681f486 UE4Editor-Engine.dll!FMaterialShaderMap::ProcessCompilationResultsForSingleJob() [e:\MyProject\engine\source\runtime\engine\private\materials\materialshader.cpp:1643]
LogWindows: Error: [Callstack] 0x00007ffb0681d41d UE4Editor-Engine.dll!FMaterialShaderMap::ProcessCompilationResults() [e:\MyProject\engine\source\runtime\engine\private\materials\materialshader.cpp:1721]
LogWindows: Error: [Callstack] 0x00007ffb06c21508 UE4Editor-Engine.dll!FShaderCompilingManager::ProcessCompiledShaderMaps() [e:\MyProject\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1960]
LogWindows: Error: [Callstack] 0x00007ffb06c00727 UE4Editor-Engine.dll!FShaderCompilingManager::FinishCompilation() [e:\MyProject\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:2465]
LogWindows: Error: [Callstack] 0x00007ffb067f433d UE4Editor-Engine.dll!FMaterial::FinishCompilation() [e:\MyProject\engine\source\runtime\engine\private\materials\materialshared.cpp:556]
LogWindows: Error: [Callstack] 0x00007ffb068359f7 UE4Editor-Engine.dll!FMaterial::SerializeInlineShaderMap() [e:\MyProject\engine\source\runtime\engine\private\materials\materialshared.cpp:846]
LogWindows: Error: [Callstack] 0x00007ffb067916d9 UE4Editor-Engine.dll!SerializeInlineShaderMaps() [e:\MyProject\engine\source\runtime\engine\private\materials\material.cpp:663]
LogWindows: Error: [Callstack] 0x00007ffb0678e3a3 UE4Editor-Engine.dll!UMaterial::Serialize() [e:\MyProject\engine\source\runtime\engine\private\materials\material.cpp:3441]
LogWindows: Error: [Callstack] 0x00007ffb09ca15db UE4Editor-CoreUObject.dll!FArchiveSaveTagExports::ProcessTaggedObjects() [e:\MyProject\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:1155]
LogWindows: Error: [Callstack] 0x00007ffb09cc83a7 UE4Editor-CoreUObject.dll!FPackageExportTagger::TagPackageExports() [e:\MyProject\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:2886]
LogWindows: Error: [Callstack] 0x00007ffb09cabf01 UE4Editor-CoreUObject.dll!UPackage::Save() [e:\MyProject\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3776]
LogWindows: Error: [Callstack] 0x00007ffb04852007 UE4Editor-UnrealEd.dll!UEditorEngine::Save() [e:\MyProject\engine\source\editor\unrealed\private\editorengine.cpp:4442]
LogWindows: Error: [Callstack] 0x00007ffb046f44bb UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [e:\MyProject\engine\source\editor\unrealed\private\cookontheflyserver.cpp:3988]
LogWindows: Error: [Callstack] 0x00007ffb046f6ce1 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackages() [e:\MyProject\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2896]
LogWindows: Error: [Callstack] 0x00007ffb04701f92 UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [e:\MyProject\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2372]
LogWindows: Error: [Callstack] 0x00007ffb04564ccb UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [e:\MyProject\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:882]
LogWindows: Error: [Callstack] 0x00007ffb04596d8f UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [e:\MyProject\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:586]
LogWindows: Error: [Callstack] 0x00007ff6282ddfb5 UE4Editor-Cmd.exe!FEngineLoop::PreInit() [e:\MyProject\engine\source\runtime\launch\private\launchengineloop.cpp:2478]
LogWindows: Error: [Callstack] 0x00007ff6282d4b82 UE4Editor-Cmd.exe!GuardedMain() [e:\MyProject\engine\source\runtime\launch\private\launch.cpp:135]
LogWindows: Error: [Callstack] 0x00007ff6282d4dca UE4Editor-Cmd.exe!GuardedMainWrapper() [e:\MyProject\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
LogWindows: Error: [Callstack] 0x00007ff6282e3b4a UE4Editor-Cmd.exe!WinMain() [e:\MyProject\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
LogWindows: Error: [Callstack] 0x00007ff6282e4ab6 UE4Editor-Cmd.exe!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffb510e7974 KERNEL32.DLL!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffb51bfa271 ntdll.dll!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
LogExit: Executing StaticShutdownAfterError
LogShaderCompilers: Display: Shaders left to compile 3780
LogShaderCompilers: Display: Shaders left to compile 3770
LogWindows: FPlatformMisc::RequestExit(1)
Removing the DDC, Saved and Intermediate folder not solved anything.
Doing rebuild either.
I am using version 4.21 Oculus source code, and I also have version 4.23.1 installed.