Packaging a bundled PSO cache does not work

Hi all,

we identified an issue with Unreal 5.8 when creating a bundled PSO cache and packaging it into our application. 5.5 and 5.7 worked fine, so this seems to be limited to 5.8.

I followed this documentation (our CICD pipeline follows the same steps) https://dev.epicgames.com/documentation/unreal\-engine/manually\-creating\-bundled\-pso\-caches\-in\-unreal\-engine?lang\=en\-US

When trying to package the resulting .spc file into the application the operation fails with the following error:

LogWindows: Error: appError called: Assertion failed: !"Enclosing block should never be called" [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineFileCache.cpp] [Line: 1424]

I can reproduce it with a minimal Unreal project. I just added a PPV and enabled Lumen GI, Lumen Reflection and set the appropriate settings in the ini files.

Either the documentation is outdated for 5.8 or the process in this specific case is broken.

Please let me know if you require more information.

Cheers,

Simon

Steps to Reproduce
Basically follow the steps documented here with the attached project: https://dev.epicgames.com/documentation/unreal\-engine/manually\-creating\-bundled\-pso\-caches\-in\-unreal\-engine?lang\=en\-US

  1. Start attached project
  2. Package project
  3. Start game with -logpso parameter
  4. Collect .rec.upipelinecache and .shk files
  5. Exand to .spc file
  6. Copy .spc into Project directory
  7. Package again

-> Package operation fails

Hi Simon,

Thanks for calling this out. I am still investigating this issue, but I wanted to ask: Have you tried creating a clean .spc file from a vanilla 5.8 release build, or did you create the project in 5.7 and then perform a PSO in 5.8?

Hi Simon,

That makes sense. I actually patched up the issue yesterday and pushed the changes to UE6-Main. I will aim to get the change added to the 5.8.2 hot fix release, but if you want to get the changes earlier, you can cherry-pick CL 55874754. Let me know if you encounter any issues after integrating it.

Cheers,

Tim

Ok, sounds good! I will close out the ticket then. If you have any other questions, please feel free to file a new one.

Hi Tim,

that was a concern I had, too so I made sure to do the whole process with Unreal 5.8.

Cheers,

Simon

Thanks Tim! We’ll take a look once 5.8.2 is live