Hello,i am making my first big game in unreal engine 5,i added things like menus blueprints,big levels etc.And the games in the editor runs just fine.However,when i try to package i get the following errors?
LoadErrors: Error: Collision Profile settings do not include an entry for the Water Body Collision profile, which is required for water collision to function. Add entry to DefaultEngine.ini?
LogStreaming: Error: Couldn’t find file for package /Game/BP_SplineTool_Tiedtke/Base_Content/ElectricalPowerlinePole_Tiedtke/Textures/BP_SplineTool_Tiedtke_Billboard requested by async loading code. NameToLoad: /Game/BP_SplineTool_Tiedtke/Base_Content/ElectricalPowerlinePole_Tiedtke/Textures/BP_SplineTool_Tiedtke_Billboard
LogPlayLevel: Error: UAT: LoadErrors: Error: Collision Profile settings do not include an entry for the Water Body Collision profile, which is required for water collision to function. Add entry to DefaultEngine.ini?
LogPlayLevel: Error: UAT: err0r X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Interpolation mode for PS input position must be linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE and not running at sample frequency (which is forced by inputting SV_SampleIndex or declaring an input linear_sample or linear_noperspective_sample).
LogPlayLevel: Error: UAT: err0r X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Interpolation mode for PS input position must be linear_noperspective_centroid or linear_noperspective_sample when outputting oDepthGE or oDepthLE and not running at sample frequency (which is forced by inputting SV_SampleIndex or declaring an input linear_sample or linear_noperspective_sample).
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: err0r X8000: Validation Error: source component 0 in temp r2 not initialized. Opcode #54 (count is 1-based)
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 8.
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: SCW 10 Queued Jobs, Unknown number of processed jobs!
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 0 [Single] Failed: FlattenMaterial_VT_ab110ff1715b39d3/Default/FMicropolyRasterizeCS/32:/Engine/Private/Nanite/NaniteRasterizer.usf|MicropolyRasterize Type ‘FMicropolyRasterizeCS’ ‘/Engine/Private/Nanite/NaniteRasterizer.usf’ Entry ‘MicropolyRasterize’ Permutation 32
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 1 [Single] Failed: M_base_1d02d3ec32a5092a/Default/TGPUSkinVertexFactoryUnlimited/TShadowDepthPSPixelShadowDepth_OnePassPointLight/0:/Engine/Private/ShadowDepthPixelShader.usf|Main VF ‘TGPUSkinVertexFactoryUnlimited’ Type ‘TShadowDepthPSPixelShadowDepth_OnePassPointLight’ ‘/Engine/Private/ShadowDepthPixelShader.usf’ Entry ‘Main’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 2 [Single] Failed: M_Sketch_e7d08827fa0fa786/Default/FARKitCameraOverlayPS/0:/Engine/Private/PostProcessMaterialShaders.usf|MainPS_VideoOverlay Type ‘FARKitCameraOverlayPS’ ‘/Engine/Private/PostProcessMaterialShaders.usf’ Entry ‘MainPS_VideoOverlay’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 3 [Single] Failed: M_GeneralWithOpacity_d8346f77e28ebc14/Default/FLocalVertexFactory/TMaterialCHSTDistanceFieldShadowsAndLightMapPolicyHQFAnyHitShader/0:/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf|closesthit=MaterialCHS anyhit=MaterialAHS VF ‘FLocalVertexFactory’ Type ‘TMaterialCHSTDistanceFieldShadowsAndLightMapPolicyHQFAnyHitShader’ ‘/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf’ Entry ‘closesthit=MaterialCHS anyhit=MaterialAHS’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 4 [Single] Failed: Forklift_1_9fea81406710505c/Default/FLocalVertexFactory/FLumenCardPS/0:/Engine/Private/Lumen/LumenCardPixelShader.usf|Main VF ‘FLocalVertexFactory’ Type ‘FLumenCardPS’ ‘/Engine/Private/Lumen/LumenCardPixelShader.usf’ Entry ‘Main’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 5 [Single] Failed: WetFloorSign_01_538b1148da466996/Default/FLocalVertexFactory/TMaterialCHSFNoLightMapPolicy/0:/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf|closesthit=MaterialCHS VF ‘FLocalVertexFactory’ Type ‘TMaterialCHSFNoLightMapPolicy’ ‘/Engine/Private/RayTracing/RayTracingMaterialHitShaders.usf’ Entry ‘closesthit=MaterialCHS’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 6 [Single] Failed: M_Smoke_C_44019f5279f5115a/Default/FParticleSpriteVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FParticleSpriteVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 7 [Single] Failed: M_Smoke_A_eedc9555386a0691/Default/FParticleSpriteVertexFactory/TBasePassPSFSelfShadowedCachedPointIndirectLightingPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FParticleSpriteVertexFactory’ Type ‘TBasePassPSFSelfShadowedCachedPointIndirectLightingPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 8 [Single] Failed: M_Smoke_A_eedc9555386a0691/Default/FParticleBeamTrailVertexFactory/TBasePassPSFCachedPointIndirectLightingPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FParticleBeamTrailVertexFactory’ Type ‘TBasePassPSFCachedPointIndirectLightingPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
LogPlayLevel: Error: UAT: LogShaderCompilers: Error: Job 9 [Single] Failed: M_Smoke_A_eedc9555386a0691/Default/FParticleBeamTrailVertexFactory/TBasePassPSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FParticleBeamTrailVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
PackagingResults: Error: Launch failed! Unknown Cook Failure
Collision Profile Errors: The error messages indicate a missing entry for the “Water Body Collision” profile. This profile is essential for water collision functionalities.
File Loading Errors: There’s an error in asynchronously loading a specific texture from the BP_SplineTool_Tiedtke. This could be due to the file being moved, renamed, or deleted.
Shader Compiler Errors: There are multiple shader compilation errors. This could be due to issues with the shaders themselves or their configurations.
D3D11 Internal Compiler Errors: These errors pertain to the interpolation mode for the PS input position.
ShaderCompileWorker Issues: ShaderCompileWorker has terminated unexpectedly, which slows down the compilation process.
Let’s tackle these step by step:
Collision Profile Errors:
Solution: Open your DefaultEngine.ini file and add an entry for the Water Body Collision profile as the error suggests. If you are unsure about the exact format, refer to Unreal Engine’s documentation or forums.
File Loading Errors:
Solution: Check the mentioned path (/Game/BP_SplineTool_Tiedtke/Base_Content/ElectricalPowerlinePole_Tiedtke/Textures/BP_SplineTool_Tiedtke_Billboard). Ensure the file exists, and there are no discrepancies in the naming.
Shader Compiler Errors:
Solution: These errors suggest that specific shaders in your project are failing to compile.
Review the mentioned shaders (for example, NaniteRasterizer.usf|MicropolyRasterize, ShadowDepthPixelShader.usf|Main, etc.) for any issues or bugs.
Ensure you’re using compatible shader models.
Update any outdated shader code.
Check for engine version compatibility if you imported these shaders from a different project or a marketplace asset.
D3D11 Internal Compiler Errors:
Solution: This seems to be related to the shader’s interpolation mode for the pixel shader input position. You might need to change the interpolation mode to linear_noperspective_centroid or linear_noperspective_sample in your shaders as per the error’s suggestion.
ShaderCompileWorker Issues:
Solution: This could be due to various reasons such as corrupted files or the ShaderCompileWorker not having the necessary permissions.
Try deleting the Intermediate and Saved folders in your project directory (make sure to back up first) and then recompiling.
Ensure that ShaderCompileWorker has the necessary permissions to execute and access all required files.
Verify that there’s enough memory and resources available for ShaderCompileWorker to function correctly.
After you’ve addressed these errors, try packaging your project again. If you continue facing issues, it may be beneficial to consult the Unreal Engine forums or any community groups where other developers can share their experiences and solutions.
Thank you so much for your detailed and very professional reply,i’ve been working on this project for quite a while and its exhausting to do every single thing without any help.
Huge thanks.Will update this post after i fix these errors
I was going to provide some information on the errors. But, @Machete0345 came in with a major helpful post! This just a fantastic community working together! If you run into any additional errors or problems that you need assistance with, I will stay updated on the post and provide any insight needed. Thanks again for the great response Machete0345!
One thing i want to point out is that this project was using revision control,but now its not needed,how would i completly disable it? I keep getting pop ups to make an asset writeable etc. (This happens when i am not connected of course)
If you’re trying to completely disconnect your Unreal Engine project from revision control (like Git, Perforce, etc.) and stop the pop-ups about making assets writable, follow these steps:
Disable Source Control in Unreal Engine:
Open your project in UE.
Click on Edit in the main menu and select Editor Preferences.
Navigate to Source Control section.
In the Provider dropdown, select None.
Click on Accept.
Check Asset File/Folder Permissions:
The pop-ups regarding asset writability are usually related to file and folder permissions. Ensure your project files and folders are not set to read-only.
Navigate to your project folder using File Explorer.
Right-click on the folder > select Properties.
At the bottom of the Properties window, make sure Read-only is unchecked. If it’s checked, uncheck it and apply the changes to the folder and its subfolders/files.
Remove Source Control Metadata:
Depending on which source control system you used, there might be hidden folders in your project directory that store source control metadata (like .git for Git or .svn for SVN).
If you’re certain you no longer need source control, you can safely delete these folders. However, do ensure you have a backup or that your source control server contains the latest version just in case.
Backup:
Always backup your project before making significant changes, especially when altering source control settings or deleting files/folders.
Following these steps should help in completely detaching your project from any source control and resolving any related pop-ups in Unreal Engine
It’s great seeing the community work together. If you can’t solve it with the info Mach is providing, I’ll monitor the post. Just let me know if you need any further help!
Okay so after working a lot on how to fix some of the errors on the log,what i dont seem to know how to fix is the compile materials from the engine folder.
It is worth noting that this project was firstly used in the custom NVIDIA build with caustics,then it was moved to Unreal Engine 5.3 with Substrate materials.
Should i be touching the content of the engine folder? I am afraid of breaking it,i dont know why there are errors located there.
Same goes for the Interpolation mode for PS error.What kind of interpolation? Where do i access that value/setting?
Again thank you so much @Machete0345 and @FrostyJas for the support.Just googling stuff doesnt always help with things like this.
I’m still learning how to deal with PACKAGE issues, myself, so bear with me, however, the top image above is fine. The Engine is letting you know that it’s having trouble finding assets, but it’s using default materials.
No biggie.
The issue is the bottom photo.
The error stack is occurring because of broken pointers.
Thank you so much for the important tip Leo.I did the mistake of making so many big levels and 0 packaging.I thought if it would run at the editor it would be exported as easly haha! Little did i know… I will try to make a new clean file out of this through migration and give you guys the news soon!
One little question regarding migration,will my Blueprints and other data aside from 3D assets and lighting be carried with the level?
Any changes you made to the Project settings will NOT be carried over. So, if you, for example, have Physical Materials, you will have to rebind them. This goes for plug-ins as well. So, make sure to reenable ALL PROJECT SETTINGS.
Engine Settings SHOULD be carried over, but I haven’t tested it myself.
Everything else will be fine, assuming they do not utilize, directly, plug-ins or any other PROJECT SETTINGS.
There are meshes from the marketplace,megascans and internet assets.I am just going to make another clean project from scratch and make sure every single thing is correct.
if you want to,you can follow the project on my artstation! Not advertising or anything lol but yeah.since this is a community/dev forum i dont think its bad sharing some stuff!
Generally external links for information are perfectly fine, assuming that they are helpful are do not contain any unwanted material, etc. A helpful community is a healthy community. We appreciate your participation @AlexandrossDarky!