Last time I checked I am still very much human, but maybe that is what i was programmed to believe :S
You can’t, HairWorks does not use traditional material editor shaders. It has its own shader, which can be seen in HairWorks.usf. Special code will need to be written to handle VXGI voxelization I believe. I will look into it.
I’m trying to open a project with VXGI 4.9 Editor, but it compiles shaders for ages. I can see that Editor spawned 4 “Microsoft C/C++ Compiler Driver” processes that consume all the CPU, but there’s no sign that the project will open anytime soon… Should I just wait, or is it some sort of anomaly that was not supposed to happen?
First time you run, the loading sequence will stop at 45% as it compiles the initial set of shaders, can take a while especially on slower machines. After which it will continue to load, just be patient.
Gah, every time I try to rebuild ShaderCompileWorker I get :
1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
1> Creating makefile for ShaderCompileWorker (no existing makefile)
1> Performing full C++ include scan (no include cache file)
1>EXEC : error : System.IO.FileNotFoundException: Could not find file ‘F:\atd\ShaderCompileWorker.uproject’.
1> File name: ‘F:\atd\ShaderCompileWorker.uproject’
1> at System.IO .__Error.WinIOError(Int32 errorCode, String maybeFullPath)
1> at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
1> at System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
1> at System.IO.StreamReader…ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
1> at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
1> at UnrealBuildTool.ModuleRules.ReadAdditionalDependencies(String ProjectFile, String ModuleName) in f:\atd\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 416
1> at UnrealBuildTool.RulesCompiler.RulesAssembly.CreateModuleRules(String ModuleName, TargetInfo Target, String& ModuleFileName) in f:\atd\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:line 1456
1> at UnrealBuildTool.UEBuildTarget.FindOrCreateModuleByName(String ModuleName) in f:\atd\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3220
1> at UnrealBuildTool.UEBuildBinaryCPP.BindModules() in f:\atd\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 451
1> at UnrealBuildTool.UEBuildTarget.PreBuildSetup(IUEToolChain TargetToolChain) in f:\atd\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2001
1> at UnrealBuildTool.UEBuildTarget.Build(IUEToolChain TargetToolChain, List1& OutputItems, List
1& UObjectModules, String& EULAViolationWarning) in f:\atd\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1714
1> at UnrealBuildTool.UnrealBuildTool.RunUBT(String] Arguments) in f:\atd\Engine\Source\Programs\UnrealBuildTool\System\UnrealBuildTool.cs:line 1810
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “…..\Engine\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development “F:\atd\ShaderCompileWorker.uproject” -waitmutex” exited with code -1.
========== Build: 0 succeeded, 1 failed, 3 up-to-date, 0 skipped ==========
Something doesn’t look right about that log, how are you actually rebuilding it? There should be no uproject files involved. All you should need to do is open the UE4.sln in Visual Studio, expand the Programs folder, look for “ShaderCompilerWorker”, right click on it and click build.