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];
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.
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