Hello,
Using 4.22, building for iOS 11/Metal 2.0. I am remotely building on windows, my mac has Xcode 10.1. I can build fine, however when I enable " Enable Remote Shader Compile " I get this error:
LogShaders: Error: Shader stripping failed: shader G:/git/Dodo_Peak/DodoPeak/Saved/Shaders/SF_METAL/ShaderDebug-DodoPeak-SF_METAL (Native: true, Offline Compiled: 0) was not compiled to bytecode for native archiving!
PackagingResults: Error: Shader stripping failed: shader G:/git/Dodo_Peak/DodoPeak/Saved/Shaders/SF_METAL/ShaderDebug-DodoPeak-SF_METAL (Native: true, Offline Compiled: 0) was not compiled to bytecode for native archiving!
UATHelper: Packaging (iOS): CookResults: Error: Package Native Shader Library failed for IOS.
UATHelper: Packaging (iOS): LogCook: Display: Saved scl.csv G:/git/Dodo_Peak/DodoPeak/Saved/Cooked/IOS/DodoPeak/Metadata/PipelineCaches/ShaderStableInfo-Global-SF_METAL.scl.csv for platform IOS
UATHelper: Packaging (iOS): LogCook: Display: Saved scl.csv G:/git/Dodo_Peak/DodoPeak/Saved/Cooked/IOS/DodoPeak/Metadata/PipelineCaches/ShaderStableInfo-DodoPeak-SF_METAL.scl.csv for platform IOS
UATHelper: Packaging (iOS): LogCook: Display: ---- NOT Running UShaderPipelineCacheToolsCommandlet for platform IOS shader format SF_METAL, no files found at G:/git/Dodo_Peak/DodoPeak/Build/IOS/PipelineCaches/*DodoPeak_SF_METAL.stablepc.csv
UATHelper: Packaging (iOS): LogShaderLibrary: Display:
I can build without “Enable Remote Shader Compile” however when running the app on an iOS device, I experience significant hitches and slow downs as the shaders are compiled in runtime. I have also tried PSO caching (new feature in 4.21) however this seems to make no difference whatsoever in reducing these hitches. If anyone has any advice please let me know. Thank you!