I am trying to package my game for iOS, but I keep getting this error

Here is a copy paste of the error I receive when packaging my game for iOS. If anyone knows how to fix it, please tell me. I am remote building of my macbook.
UATHelper: Packaging (iOS): LogShaderCompilers: Warning: 5 Shader compiler errors compiling global shaders for platform SF_METAL:
UATHelper: Packaging (iOS): LogShaderCompilers: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2377_3911787022.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 7, VF None:
UATHelper: Packaging (iOS): Failed to compile remotely to bytecode /var/folders/c_/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.3xhHUjqN/ShaderOut338099714FF0C0C9F711848F77E2F6C3, code: 1, output: /var/folders/c_/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.3xhHUjqN/2377_3911787022.metal:36:172: error: ‘color’ attachment 0 has different types on input (‘float4’
(vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): fragment SunMaskPS_ES2_out Main_00000949_e929220e(SunMaskPS_ES2_in in [[stage_in]], constant type_View& View [[buffer(0)]], constant type_Globals& Globals [[buffer(1)]], float4 gl_LastFragData [[color(0)]], texture2d PostprocessInput0 [[texture(0)]], sampler PostprocessInput0Sampler [[sampler(0)]])
UATHelper: Packaging (iOS): ^
UATHelper: Packaging (iOS): 1 error generated.
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS): LogShaderCompilers: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/1512_3285178302.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 5, VF None:
UATHelper: Packaging (iOS): Failed to compile remotely to bytecode /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.ZQhKfpBa/ShaderOutFD176702488C1D5757B533ACBB009547, code: 1, output: /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.ZQhKfpBa/1512_3285178302.metal:26:132: error: ‘color’ attachment 0 has different types on input (‘float4’
(vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): fragment SunMaskPS_ES2_out Main_000005e8_c3cfd7be(SunMaskPS_ES2_in in [[stage_in]], constant type_Globals& Globals [[buffer(0)]], float4 gl_LastFragData [[color(0)]], texture2d PostprocessInput0 [[texture(0)]], sampler PostprocessInput0Sampler [[sampler(0)]])
UATHelper: Packaging (iOS): ^
UATHelper: Packaging (iOS): 1 error generated.
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS): LogShaderCompilers: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/1696_3820140276.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 13, VF None:
UATHelper: Packaging (iOS): Failed to compile remotely to bytecode /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.HG6QuivC/ShaderOut65AA441E4B6021B70A7CC49E36C55D9D, code: 1, output: /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.HG6QuivC/1696_3820140276.metal:26:132: error: ‘color’ attachment 0 has different types on input (‘float4’
(vector of 4 ‘float’ values)) and output (‘float’)
PackagingResults: Warning: 5 Shader compiler errors compiling global shaders for platform SF_METAL:
UATHelper: Packaging (iOS): fragment SunMaskPS_ES2_out Main_000006a0_e3b2b6f4(SunMaskPS_ES2_in in [[stage_in]], constant type_Globals& Globals [[buffer(0)]], float4 gl_LastFragData [[color(0)]], texture2d PostprocessInput0 [[texture(0)]], sampler PostprocessInput0Sampler [[sampler(0)]])
UATHelper: Packaging (iOS): ^
UATHelper: Packaging (iOS): 1 error generated.
UATHelper: Packaging (iOS):
PackagingResults: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2377_3911787022.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 7, VF None:
UATHelper: Packaging (iOS):
PackagingResults: Error: ‘color’ attachment 0 has different types on input (‘float4’ (vector of 4 ‘float’ values)) and output (‘float’)
PackagingResults: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/1512_3285178302.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 5, VF None:
PackagingResults: Error: ‘color’ attachment 0 has different types on input (‘float4’ (vector of 4 ‘float’ values)) and output (‘float’)
PackagingResults: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/1696_3820140276.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 13, VF None:
PackagingResults: Error: ‘color’ attachment 0 has different types on input (‘float4’ (vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): LogShaderCompilers: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/1420_627585253.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 6, VF None:
UATHelper: Packaging (iOS): Failed to compile remotely to bytecode /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.6Bk11ILh/ShaderOut673BD564429983286BE47CB2B2052008, code: 1, output: /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.6Bk11ILh/1420_627585253.metal:26:91: error: ‘color’ attachment 0 has different types on input (‘float4’ (
vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): fragment SunMaskPS_ES2_out Main_0000058c_256830e5(constant type_View& View [[buffer(0)]], float4 gl_LastFragData [[color(0)]])
UATHelper: Packaging (iOS): ^
UATHelper: Packaging (iOS): 1 error generated.
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS): LogShaderCompilers: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2564_1203929023.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 15, VF None:
UATHelper: Packaging (iOS): Failed to compile remotely to bytecode /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.zrlsRHaN/ShaderOut5BF7B3B749D8A775BDAC0DBA46672647, code: 1, output: /var/folders/c_/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.zrlsRHaN/2564_1203929023.metal:36:172: error: ‘color’ attachment 0 has different types on input (‘float4’
(vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): fragment SunMaskPS_ES2_out Main_00000a04_47c27fbf(SunMaskPS_ES2_in in [[stage_in]], constant type_View& View [[buffer(0)]], constant type_Globals& Globals [[buffer(1)]], float4 gl_LastFragData [[color(0)]], texture2d PostprocessInput0 [[texture(0)]], sampler PostprocessInput0Sampler [[sampler(0)]])
UATHelper: Packaging (iOS): ^
UATHelper: Packaging (iOS): 1 error generated.
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS):
PackagingResults: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/1420_627585253.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 6, VF None:
PackagingResults: Error: ‘color’ attachment 0 has different types on input (‘float4’ (vector of 4 ‘float’ values)) and output (‘float’)
PackagingResults: Warning: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2564_1203929023.metal(0): Shader FPostProcessSunMaskPS_ES2, Permutation 15, VF None:
PackagingResults: Error: ‘color’ attachment 0 has different types on input (‘float4’ (vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): LogShaderCompilers: Error: Errors compiling global shader FPostProcessSunMaskPS_ES2 :
UATHelper: Packaging (iOS):
PackagingResults: Error: Errors compiling global shader FPostProcessSunMaskPS_ES2 :
UATHelper: Packaging (iOS): LogShaderCompilers: Error: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2377_3911787022.metal(0): Metal Shared PCH generation failed remotely - compilation will continue without a PCH: Failed to load output file: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_1190
41_2265902351_667/metal_stdlib_22659023516671587777081CFB85955174039182AEA3FDA7E4A10F709415F6Dmetalfe-3902.67-mios-version-min_12.0-ffast-math-std_ios-metal2.1-1562455649.pch.
UATHelper: Packaging (iOS): LogShaderCompilers: Error: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2377_3911787022.metal(0): Failed to compile remotely to bytecode /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.3xhHUjqN/ShaderOut338099714FF0C0C9F711848F77E2F6C3, code: 1, output: /var/folders/c
/7506
81k106q7rss3lbsmnbc80000gn/T/UE4Metal.3xhHUjqN/2377_3911787022.metal:36:172: error: ‘color’ attachment 0 has different types on input (‘float4’ (vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): fragment SunMaskPS_ES2_out Main_00000949_e929220e(SunMaskPS_ES2_in in [[stage_in]], constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 gl_LastFragData [[color(0)]], texture2d PostprocessInput0 [[texture(0)]], sampler PostprocessInput0Sampler [[sampler(0)]])
UATHelper: Packaging (iOS): ^
UATHelper: Packaging (iOS): 1 error generated.
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS): LogOutputDevice: Warning:
UATHelper: Packaging (iOS):
UATHelper: Packaging (iOS): Script Stack (0 frames):
UATHelper: Packaging (iOS):
PackagingResults: Error: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2377_3911787022.metal(0): Metal Shared PCH generation failed remotely - compilation will continue without a PCH: Failed to load output file: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/metal_stdlib
22659023516671587777081CFB85955174039182AEA3FDA7E4A10F709415F6Dmetalfe-3902.67-mios-version-min_12.0-ffast-math-std_ios-metal2.1-1562455649.pch.
PackagingResults: Error: C:/Users//AppData/Local/Temp/UE4_metalfe-3902.67_0_2681970534_119041_2265902351_667/2377_3911787022.metal(0): Failed to compile remotely to bytecode /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/UE4Metal.3xhHUjqN/ShaderOut338099714FF0C0C9F711848F77E2F6C3, code: 1, output: /var/folders/c
/750681k106q7rss3lbsmnbc80000gn/T/U
E4Metal.3xhHUjqN/2377_3911787022.metal:36:172: error: ‘color’ attachment 0 has different types on input (‘float4’ (vector of 4 ‘float’ values)) and output (‘float’)
UATHelper: Packaging (iOS): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (iOS): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (iOS): LogWindows: Error:
UATHelper: Packaging (iOS): LogWindows: Error: Fatal error: [File:D:/Downloads/UnrealEngine-release/UnrealEngine-release/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 4956]
UATHelper: Packaging (iOS): LogWindows: Error: Failed to compile global shader FPostProcessSunMaskPS_ES2 . Enable ‘r.ShaderDevelopmentMode’ in ConsoleVariables.ini for retries.
UATHelper: Packaging (iOS): LogWindows: Error:
UATHelper: Packaging (iOS): LogWindows: Error:
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff94a95a799 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8c52eed06 UE4Editor-Core.dll!ReportAssert() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1537]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8c52f2449 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8c508ce0d UE4Editor-Core.dll!FOutputDevice::LogfImpl() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:61]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8b61a5426 UE4Editor-Engine.dll!ProcessCompiledGlobalShaders() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:4976]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8b61a70d8 UE4Editor-Engine.dll!FShaderCompilingManager::ProcessCompiledShaderMaps() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:2455]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8b61a45ff UE4Editor-Engine.dll!FShaderCompilingManager::ProcessAsyncResults() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:2948]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8b61acc02 UE4Editor-Engine.dll!RecompileShadersForRemote() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:4844]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8c215bc1d UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveGlobalShaderMapFiles() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:6504]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8c2161bce UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:7745]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8c1fecd02 UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:889]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff8c201317b UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:595]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff72f8335da UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3391]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff72f82b77d UE4Editor-Cmd.exe!GuardedMain() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\Launch.cpp:127]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff72f82bada UE4Editor-Cmd.exe!GuardedMainWrapper() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
PackagingResults: Error: begin: stack for UAT
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff72f83e2ad UE4Editor-Cmd.exe!WinMain() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff72f84038e UE4Editor-Cmd.exe!__scrt_common_main_seh() [d:\A01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff94cef7bd4 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (iOS): LogWindows: Error: [Callstack] 0x00007ff94d70ce51 ntdll.dll!UnknownFunction []
UATHelper: Packaging (iOS): LogWindows: Error:
UATHelper: Packaging (iOS): LogWindows: Error: end: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:/Downloads/UnrealEngine-release/UnrealEngine-release/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 4956]
PackagingResults: Error: Failed to compile global shader FPostProcessSunMaskPS_ES2 . Enable ‘r.ShaderDevelopmentMode’ in ConsoleVariables.ini for retries.
PackagingResults: Error: [Callstack] 0x00007ff94a95a799 KERNELBASE.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff8c52eed06 UE4Editor-Core.dll!ReportAssert() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1537]
PackagingResults: Error: [Callstack] 0x00007ff8c52f2449 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]
PackagingResults: Error: [Callstack] 0x00007ff8c508ce0d UE4Editor-Core.dll!FOutputDevice::LogfImpl() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:61]
PackagingResults: Error: [Callstack] 0x00007ff8b61a5426 UE4Editor-Engine.dll!ProcessCompiledGlobalShaders() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:4976]
PackagingResults: Error: [Callstack] 0x00007ff8b61a70d8 UE4Editor-Engine.dll!FShaderCompilingManager::ProcessCompiledShaderMaps() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:2455]
PackagingResults: Error: [Callstack] 0x00007ff8b61a45ff UE4Editor-Engine.dll!FShaderCompilingManager::ProcessAsyncResults() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:2948]
PackagingResults: Error: [Callstack] 0x00007ff8b61acc02 UE4Editor-Engine.dll!RecompileShadersForRemote() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:4844]
PackagingResults: Error: [Callstack] 0x00007ff8c215bc1d UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveGlobalShaderMapFiles() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:6504]
PackagingResults: Error: [Callstack] 0x00007ff8c2161bce UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::StartCookByTheBook() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:7745]
PackagingResults: Error: [Callstack] 0x00007ff8c1fecd02 UE4Editor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:889]
PackagingResults: Error: [Callstack] 0x00007ff8c201317b UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:595]
PackagingResults: Error: [Callstack] 0x00007ff72f8335da UE4Editor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3391]
PackagingResults: Error: [Callstack] 0x00007ff72f82b77d UE4Editor-Cmd.exe!GuardedMain() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\Launch.cpp:127]
PackagingResults: Error: [Callstack] 0x00007ff72f82bada UE4Editor-Cmd.exe!GuardedMainWrapper() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
PackagingResults: Error: [Callstack] 0x00007ff72f83e2ad UE4Editor-Cmd.exe!WinMain() [D:\Downloads\UnrealEngine-release\UnrealEngine-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
PackagingResults: Error: [Callstack] 0x00007ff72f84038e UE4Editor-Cmd.exe!__scrt_common_main_seh() [d:\A01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
PackagingResults: Error: [Callstack] 0x00007ff94cef7bd4 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff94d70ce51 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT

Hi sped_shapior,

Thanks for your information, fount out it was a bug and it will be fixed in 4.25.2.

We used FrameBufferFetch to get SceneDepth which is not allowed, you could fix it as following.

Thank you so much! One question though, how do I get to that in unreal engine?

You could update the engine to 4.25.2 after it is released, probably around the end of July.
Or you could modify the PostProcessMobile.usf file as the previous reply.

I now seem to be getting this error: UATHelper: Packaging (iOS): LogInit: Display: LogShaders: Error: Archiving failed: no valid input for metallib.

Could you try to put the following text in the DefaultGame.ini of your project and try to cook again?

[/Script/UnrealEd.ProjectPackagingSettings]
bSharedMaterialNativeLibraries=False
bShareMaterialShaderCode=False

Hey, sorry for the late reply, I’v been very busy with other projects. I am still getting the same error.

Do you set bSharedMaterialNativeLibraries=False ?

Put the following text in the DefaultGame.ini of your project.

[/Script/UnrealEd.ProjectPackagingSettings]

bSharedMaterialNativeLibraries=False

bShareMaterialShaderCode=False

How would I do that?

I am now getting this error: "Found unbound parameters being used in shadertype TbasePassPSFPrecomputedVolumetricLightmapLightingPolicySkylight (VertexFactory: FLocalVertexFactory)
Parameter LTCMatTexture not bound
Parameter LTCAmpTexture not bound
Parameter LTCMatSampler not bound
Parameter LTCAmpSampler Not bound.

I am still able to complete the packaging, but when testing the app, the game flickers when moving the camera.

Are you running desktop forward rendering?

I wasn’t, so I turned it on, and re rendered and packaged it, and I am still getting the same error.

Sorry, I didn’t mean you should use the desktop forward rendering, I was just curious why you got an error from a shader which is only used on PC(SM5).

I mean if you are using mobile rendering, that error shouldn’t get out.

What should I do to get rid of the flickering?

here’s a video of what I am talking about just so you understand.

Could you upload a log of UE4? I don’t fully understand what’s the reason of the flicking.

I just would like to confirm whether you are using desktop forward renderer or not, if you are using desktop forward rendering, the flicking is probably caused by the PreZ pass, at base pass we used the depth equal for the depth test, but it could be failed on mobile devices for some reason.

If it is not necessary, please make sure you are using the mobile renderer.

there are no errors in the log when packaging though.

How would I make sure I am using the mobile renderer?