Im having issues with log shader compiler during build

I recently was optimizing my project and decided to build the project. I usually build it once a month and in this last build I have an error that I can’t find much information on.

The log says:

UATHelper: Packaging (Windows): LogCookCommandlet: Display: Flushing shader jobs, remaining jobs 8192

UATHelper: Packaging (Windows): LogShaderCompilers: Warning: Last Error 206: Failed to create directory for shader debug info ‘C:/Users/User/Documents/Unreal Projects/BabaY 5.2 5.3/Saved/ShaderDebugInfo/PCD3D_ES3_1/M_LandscapeBlend_dba5e41b1c1ebd4b/Default/FLandscapeXYOffsetVertexFactory/TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLDRGamma32LOCAL_LIGHTS_DISABLED/0’. Try enabling large file paths or r.DumpShaderDebugShortNames.

PackagingResults: Warning: Last Error 206: Failed to create directory for shader debug info ‘C:/Users/User/Documents/Unreal Projects/BabaY 5.2 5.3/Saved/ShaderDebugInfo/PCD3D_ES3_1/M_LandscapeBlend_dba5e41b1c1ebd4b/Default/FLandscapeXYOffsetVertexFactory/TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLDRGamma32LOCAL_LIGHTS_DISABLED/0’. Try enabling large file paths or r.DumpShaderDebugShortNames.

I am having the same issue. It runs in an endless loop, it seems, and keeps repeating trying to compile the same shader and failing due to over-long filenames that is insists of generating.

I found two tips that seem to tackle the issues and its also embedded in the message:

  1. r.DumpShaderDebugShortNames = 1 to prevent UE from using long names – this has not worked for me at all.

  2. Pathnames too long causing build failures - #2 by UE_FlavienP → going to try next. Will report when I know more.

Best, R