Global Shader Cache File Missing on Mac build.

When we are sending the Mac build of our project to our client via file transfer, they are getting an error on their end when launching the game:

The global shader cache file is missing. The error specifies the exact filename. Then a note about no cooked content was found.

What is strange is that we are able to run the game fine on our end with no issues. Any ideas how our clients might be able to fix this error on their end? Thanks in advance.

Hi Jason Layel,

We would need to know more about your package settings. Could you provide a screenshot of your Project Settings> Shipping.

In regards to your last question, I do not believe your clients are going to be able to resolve this from their end unless the have removed the executable from the packaged folder. In which case, returning the executable to the containing folder might resolve this, again, depending on the way it was packaged.

As for resolving it on your end:

  • Did you build this on a PC then move it to a Mac to package it?
  • Did you do a Map Check for each level check for lighting errors
  • Did you right-click on the Contents folder and run “Fix up redirectors in folder?”
  • Please provide a copy of the project log to determine the cause of the problem: (To get to this hidden file: Go>Go to the Folder> ~/Library/Logs/UnrealEngine/Your Project)

Lastly, I recommend reviewing the packaging documentation to ensure you have not missed any critical steps: Packaging Projects

After following these steps, let me know if the issue persists for the end user.

Hey ,

Thanks so much for responding! Our package settings are attached. To answer your questions,

  • Yes, we initially built the project on PC. When our client asked for a Mac build we copied the project to a Mac and packaged for Mac on that machine. Everything packages fine for Windows.

  • Just ran a map check, it said lighting needs to be rebuilt which shouldn’t be a problem but we are currently rebuilding the lighting anyway just to make sure this is not the issue. There is also an error with one object in the scene having a NULL static mesh property.

  • Just ran Fix Up Redirections on all of the folders within the content folder. I could not run this on the content folder itself as I cannot step back that far in the folder structure in the content browser.

  • Regarding the project log, Go to the folder does not return anything for ~/Library/Logs/UnrealEngine/My Project Name
    . Is there some other way I can try to find this to post it for you?

I have also just noticed the “Cook Content for Mac” button in the file dropdown. Is this something that we need to do before packaging? Our client’s error mentions no cooked content found.

Thanks for bearing with us, we’re not used to doing any Mac specific workflow! Let us know if there is anything else to try on our end.

,

Just to provide a little more info:

We were able to reproduce the error our clients were getting by upgrading the OS on our Mac to. Here are the screenshots of the error messages when attempting to launch the packaged build.

Under Project Settings, select “Cook everything in the project content directory…”

This should resolve the issue, if not here are a couple of older, but resolved, AnswerHub posts from users reporting the same issue:

[Global shader cache-pcd3d-sm5 missing][4]

[Global Shader Cache is missing. UE4.3][5]

If none of these resolve your issue, let me know what errors you get from the app using new packaging settings… it may be related to the ‘SF_METAL_SM4.bin’ asset specifically.

Hi Jason Layel,

Since we have not heard back from you in a while, we are marking this post “resolved” for tracking purposes. However, if you continue to get the “Global Shader Cache File Missing” error, respond with requested log (using the updated settings) and we will continue to investigate.

Thanks,

.