Hi there. I upgraded my project from UE 5.3.2 to UE 5.4.2. Packaging is going fine with only 1 error - UATHelper: Packaging (Windows): /Engine/Generated/Material.ush:3338:5: error: use of undeclared identifier ‘View_TemporalAAParams’
Trying to open the packaged game throws this - Missing global shader FUpsampleCS’s permutation 0.
Perhaps some shaders internal code changed between the versions. Try deleting the intermediate & deriveddatacache folder from your project to let unreal regenerate the shaders.
Then try repackaging.
View_TemporalAAParams is in the older documentations but is missing from newer versions of the docs.
I have the same problem after transitioning my project from 5.2.1 to 5.4.2. The build completes without issues, but when I try to run the game, I get the error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 9367] Missing global shader FUpsampleCS’s permutation 0, Please make sure cooking was successful.
I’ve tried various methods, but nothing has worked so far.
I went through all the maps and re-saved materials that had warnings.
Tried recompileshaders all and build, but it didn’t help.
Deleted the Save, Intermediate, and DerivedDataCache folders and ran recompileshaders all again.
Updated the graphics drivers and repeated all previous steps.
Are you using any of the plugins of NNERuntime?
To be more specific: NNERuntimeRDG.
It seems invoke the use of the mentioned shader FUpsampleCS.
If you have it turned on and don’t use it then try disabling the plugin and packing the project again.
The error mentions permutation0 missing. Perhaps enabling “Force all shader permutation support” in packing could enforce it’s compilation if the plugin is necessary.
Do you have “cook on the fly” turned on? If so try it with the option turned off.
Is shader model 6 turn on? (SM6)
Perhaps try turning on NNERuntimeRDG maybe one of the plugin’s you are using is somehow interdependent with it? (if you are using any)
Another possibility:
run recompileshaders all from the command line. Perhaps it will force the compilation of the missing shader. Though I’ve heard it can cause freezes.
Some people mention to run recompileshaders changed to mitigate the freeze. If the missing shader is seen as changed it should compile
Also this post seems to stumble upon a similar problem
Though I’m not a 100% sure it is the same scenario.
@3dRaven You are a god! I took the backup of the project in version 5.2.1 and did the conversion to 5.4.2 again. I directly copied the plugins to the project folder before the first launch. Then I launched the project, enabled NNERuntimeRDG, and tested the build. To my surprise, the game works, and the FPS have significantly improved. I don’t know how to thank you. It’s fantastic.
@STrike3Ds I would also recommend trying to do the conversion to 5.4 again if you have any previous backup of the project.
Do you have machine learning mesh deformation on by any chance? This could use unreal’s NNE engine plugin (short for Neural Net Engine). The RDG version seems to use GPU acceleration so that’s probably why there could be a performance jump.
Anyway I’m glad you were able to package the project. Though it would be better to pinpoint the reason the plugin is strictly needed in this case.