hello when building HLOD with commandlet:
-Unattended -RunningFromUnrealEd -AbsLog
-run=WorldPartitionBuilderCommandlet -Builder=WorldPartitionHLODsBuilder -SetupHLODs -BuildHLODs -AllowCommandletRendering -d3d12 -FeatureLevel=SM6 -sg.TextureQuality=3 -sg.ShadingQuality=3 -CVARS=“r.TextureStreaming=0 r.VT.ForceHighestResidentMip=1 r.VT.MaxAnisotropy=16 r.VT.PoolSizeScale=2 r.Streaming.LimitPoolSizeToVRAM=0”
i run into this error:
[2025.10.10-22.33.44:595][ 2]LogAssetRegistry: Display: Asset registry cache written as 1117.4 MiB to ../../../../../../SyncFolder/unreal/workproject/Intermediate/CachedAssetRegistry_*.bin
[2025.10.10-22.34.31:106][ 2]LogShaderCompilers: Display: Retry shader compiling through workers.
[2025.10.10-22.34.31:276][ 2]LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly, return code -1073741819! Falling back to directly compiling which will be very slow. Thread 8.
[2025.10.10-22.34.31:277][ 2]LogShaderCompilers: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!
[2025.10.10-22.34.31:277][ 2]LogShaderCompilers: Error: Job 0 [Single] Failed: FlattenMaterial_WS_Normal_VT_5900d8d8fbc918c/Default/FNaniteVertexFactory/TBasePassCSFNoLightMapPolicySkylight/0:/Engine/Private/BasePassPixelShader.usf|MainCS VF ‘FNaniteVertexFactory’ Type ‘TBasePassCSFNoLightMapPolicySkylight’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainCS’ Permutation 0
the comandlet used to work, any leads?
i have tried everything