MRQ continuos compile with substrate

Hello, i’m trying to render a sequences with render movie queue and substrate material but i’ve a problem with the compiling. Every frame/antialiasing there is shading compilation that slow down the process .
Here the error in the log file:

[2024.05.29-07.22.30:617][206]LogShaderCompilers: Warning: Failed to compile Material /Engine/Transient.Footage CaptureData Material for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Private/SlateElementPixelShader.usf:168:58: error: no member named ‘GetFrontSubstrateHeader’ in ‘FMaterialPixelParameters’
FSubstratePixelHeader SubstratePixelHeader = Parameters.GetFrontSubstrateHeader();
~~~~~~~~~~ ^
/Engine/Private/SlateElementPixelShader.usf:169:50: error: no member named ‘SubstrateTree’ in ‘FSubstratePixelHeader’
FSubstrateBSDF UnlitBSDF = SubstratePixelHeader.SubstrateTree.BSDFs[0];

Anyone know how to fix this?

1 Like

I also have the same problem.
What is more, it is related to MRQ, as it is reproduced even at an empty level.

LogShaderCompilers: Warning: Failed to compile Material /Engine/Transient.Footage CaptureData Material for platform PCD3D_SM6, Default Material will be used in game.
  /Engine/Private/SlateElementPixelShader.usf:168:58: error: no member named 'GetFrontSubstrateHeader' in 'FMaterialPixelParameters'
            FSubstratePixelHeader SubstratePixelHeader = Parameters.GetFrontSubstrateHeader();
                                                         ~~~~~~~~~~ ^
  /Engine/Private/SlateElementPixelShader.usf:169:50: error: no member named 'SubstrateTree' in 'FSubstratePixelHeader'
            FSubstrateBSDF UnlitBSDF = SubstratePixelHeader.SubstrateTree.BSDFs[0];

It is not clear what the Transient.Footage CaptureData Material is and where to watch it.
It’s clear, it just doesn’t find one of the substrate shaders SubstrateTree.BSDFs.

1 Like

Can confirm I am now getting this issue, running v5.4.4

i too am getting this issue, having to resort to legacy render, anybody have fixes with MRQ? I’m getting compiling shaders rendering every single frame. Using 5.4.4 for context

still having this issue? i’m having it right now

(post deleted by author)

Has anyone found a fix for this?

Having the same issue. It’s definitely related to substrate. :frowning: