[USER=“262180”]GiM s.r.o.[/USER] - Took me a while to get back to this but the report is as follows:
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Arkham-Switch-DebugGame.nss!FMaterial::SerializeInlineShaderMap(FArchive& Ar) Line 764 (0xACF9930) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!SerializeInlineShaderMaps(const TMap<const ITargetPlatform *, TArray<FMaterialResource *, FDefaultAllocator>, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<const ITargetPlatform *, TArray<FMaterialResource *, FDefaultAllocator>, false> >* PlatformMaterialResourcesToSavePtr, FArchive& Ar, TArray<FMaterialResource, FDefaultAllocator>& OutLoadedResources) Line 662 (0xAC8C1B8) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UMaterial::Serialize(FArchive& Ar) Line 3354 (0xAC95BBC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncPackage::EventDrivenSerializeExport(int LocalExportIndex) Line 3525 (0x8AE1520) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncPackage::ProcessImportsAndExports_Event() Line 3849 (0x8ADB020) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncPackage::Event_ProcessImportsAndExports() Line 2860 (0x8ADA710) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadEventQueue::PopAndExecute(FAsyncLoadEventArgs& Args) Line 290 (0x8B09CB0) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::ProcessAsyncLoading(int& OutPackagesProcessed, bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4401 (0x8AE8B14) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncThread(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, bool& bDidSomething, FFlushTree* FlushTree) Line 5072 (0x8AEEFB4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4794 (0x8AEE1EC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FlushAsyncLoading(int PackageID) Line 7009 (0x8AF0CA4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackageInternal(UPackage* InOuter, const char16_t* InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad* ImportLinker, FArchive* InReaderOverride) Line 1188 (0x8D17E1C) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackage(UPackage* InOuter, const char16_t* InLongPackageName, unsigned int LoadFlags, FArchive* InReaderOverride) Line 1471 (0x8D154F8) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!ResolveName(UObject*& InPackage, FString& InOutName, bool Create, bool Throw, unsigned int LoadFlags) Line 828 (0x8D12AEC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObjectInternal(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 915 (0x8D15BD4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObject(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 983 (0x8D167DC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UMaterialInterface::InitDefaultMaterials() Line 1254 (0xAC8AE20) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2907 (0x8B4D0B0) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UMaterialInterface::PostCDOContruct() Line 2371 (0xAC8B288) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2907 (0x8B4D0B0) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FEDLBootNotificationManager::ConstructWaitingBootObjects() Line 2371 (0x8B0AE40) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, float TimeLimit, FFlushTree* FlushTree) Line 4833 (0x8AEE93C) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FlushAsyncLoading(int PackageID) Line 7009 (0x8AF0CA4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackageInternal(UPackage* InOuter, const char16_t* InLongPackageNameOrFilename, unsigned int LoadFlags, FLinkerLoad* ImportLinker, FArchive* InReaderOverride) Line 1188 (0x8D17E1C) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!LoadPackage(UPackage* InOuter, const char16_t* InLongPackageName, unsigned int LoadFlags, FArchive* InReaderOverride) Line 1471 (0x8D154F8) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!ResolveName(UObject*& InPackage, FString& InOutName, bool Create, bool Throw, unsigned int LoadFlags) Line 828 (0x8D12AEC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObjectInternal(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 915 (0x8D15BD4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!StaticLoadObject(UClass* ObjectClass, UObject* InOuter, const char16_t* InName, const char16_t* Filename, unsigned int LoadFlags, UPackageMap* Sandbox, bool bAllowObjectReconciliation) Line 983 (0x8D167DC) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!USoundBase::PostInitProperties() Line 1254 (0xB19A4E4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FObjectInitializer::PostConstructInit() Line 2838 (0x8D21088) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FObjectInitializer Line 2695 (0x8D20968) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2902 (0x8B4D070) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!UClass::CreateDefaultObject() Line 2371 (0x8B4CD84) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!ProcessNewlyLoadedUObjects() Line 2371 (0x8D00DF4) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!FEngineLoop::PreInit(const char16_t* CmdLine) Line 282 (0x8013F60) C++ Symbols loaded.
Arkham-Switch-DebugGame.nss!RealMain(void* ) Line 198 (0x8032E4C) C++ Symbols loaded.
The material in question is “/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial” so it’s definitely something about the cooked packages being incompatible due to presumably gFur shader code. The given error is:
Which corresponds to this block of code:
for (int32 VFIndex = 0; VFIndex < NumMeshShaderMaps; VFIndex++)
{
FVertexFactoryType* VFType = nullptr;
Ar << VFType;
// Not handling missing vertex factory types on cooked data
// The cooker binary and running binary are assumed to be on the same code version
check(VFType); **<----------------------------This fails**
FMeshMaterialShaderMap* MeshShaderMap = OrderedMeshShaderMaps[VFType->GetId()];
check(MeshShaderMap);
MeshShaderMap->SerializeInline(Ar, bInlineShaderResources, false);
}
Hope that helps!