Hello
I’m testing Fastbuild on UE 5.0x, to compile shaders in a distributed way. I have the machines configured, environment variables set, etc.
The fact is that when I create a new project and compile the shaders on a single local machine with fastbuild, there is no problem, it does it correctly.
But when I put two machines in a distributed way (a local machine and a remote one) shortly after starting to compile the shaders, UE4 crashes and throws the following error:
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1114] ShaderCompileWorker crashed! Assertion failed: FPaths::DirectoryExists(RealShaderDirectory) [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp] [Line: 1672] FPaths::DirectoryExists(D: /Unreal_Projects/MyProject_5_03/Intermediate/ShaderAutogen)
UnrealEditor_Engine!SCWErrorCode::HandleGeneralCrash() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:1115]
UnrealEditor_Engine!HandleWorkerCrash() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:1688]
UnrealEditor_Engine!FShaderCompileUtilities::DoReadTaskResults() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:1768]
UnrealEditor_Engine!FShaderCompileDistributedThreadRunnable_Interface::CompilingLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompilerDistributed.cpp:330]
UnrealEditor_Engine!FShaderCompileThreadRunnableBase::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:2039]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]
Does anyone feel the same?
Which may be due?
Is it possible to fix this error?
In version 4.27 this worked without problem