Packaged game - Missing global shader FUpsampleCS's permutation 0

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.

Any ideea please?

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.

Thank you very much for trying to help me out. Already deleted everything and tried that solution, it did not work still getting the same.

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.

  1. I went through all the maps and re-saved materials that had warnings.
  2. Tried recompileshaders all and build, but it didn’t help.
  3. Deleted the Save, Intermediate, and DerivedDataCache folders and ran recompileshaders all again.
  4. Updated the graphics drivers and repeated all previous steps.

I’m still don’t know how to resolve the problem.

So happy i am not the only one. Maybe someone will come up with an idea, i also tried a few things from what you tried. Out of ideas at this moment.

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.

Hi,

Thank you for your response. I am not using the NNERuntimeRDG plugin or any other NNERuntime.

I tried enabling the “Force all shader permutation support” option and did a new build. Unfortunately, I am still encountering the same error:

Fatal 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.

Could this error be caused by something else? Do you have any other ideas on how to investigate and resolve this issue?

Thank you for your help!

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.

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@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.

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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.

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Yes, I have the ML Deformer framework enabled. That might be the reason.

I also use ML Deformer framework.

Turning on NNERuntimeRDG fixes the problem and package is ok, game runs without problems.

Thank you so very much @3dRaven for taking the time to help us out. Now i can continue with the project.

Enabling the “NNERuntimeRDG” plugin did the trick for me as well (still not sure where is the dependency as of now).
Thank you @3dRaven :slight_smile:

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