[File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 4297] Missing global shader FWriteToSliceVS’s permutation 0, Please make sure cooking was successful.
Versions: UE 4.25.3, VS 2019 16.6.5
I’ve tried with multiple machines using: VS 2019 Community and Enterprise, and 2017 Professional
The error occurs for my main project. I’ve also built a totally brand new, empty, default code project, totally unchanged from the default new project.
I’m building my real project and my new empty project with:
RunUAT.bat BuildCookRun -rocket -installed -nop4 -nocompile -project="%~dp0ExampleProject.uproject" -cook -stage -archive -archivedirectory="%~dp0%archivePath%" -package -clientconfig=Development -Platform=%targetPlatform% -compressed -CookAll -pak -prereqs -build -utf8output -editorrecompile
I’ve tried -clientconfig=Development and -clientconfig=Shipping
Some machines are Windows 10, some machines are Windows Server 2019 (Which can only run windowless command line - no directx11)
I’m running each with: ExampleProject.exe -run=RunTests Which I’m realizing now RunTests isn’t defined for the empty proj, but instead of telling me that RunTests isn’t a thing, it just fails on the shader. My real project DOES define that cmdlet, but still has the exact same shader error.
I started with the real project with a RunTests cmdlet that works on 4.24, and I’m trying to work backwards to discover the problem, and I’ve found nothing. Every 4.25 build I make, including an empty one, fails with this shader error, on every machine I have available (6 machines, with varying settings, installation versions, etc etc).
I just can’t get 4.25 to run windowless on the command line at all, and this project has only started failing on 4.25. All previous versions (back to… 4.18 or likely earlier) all worked (albeit with minor changes along the way). The empty project throws the same error and at that point I started thinking “maybe it’s not my project”.