Material compilation problem in pak after cook

I use unreal 4.25.4. There is a cook pak file. The material A in the pak does not belong to the exe. After using the exe mount pak, the material A cannot be dynamically compiled, and it is replaced by the default material. Related Logs are “Missing shader resource for hash…”, “Tried to access an uncooked shader map ID in a cooked application…”, “Invalid shader map ID caching shaders for…”, “Can’t compile Royal_typewriter_Label with cooked content, will use default material instead”. Is there any way to solve this problem?