Hi,
You are right about the share Material Shader code setting. Thanks. I got those two errors gone. But the app is still crashing, and it still points to the line 1462 of IPlatformFilePak.cpp [pakprecacher]. The thing is I can turn this (pakprecacher) off in engine code, but then I have to build the entire engine again, which may also cause problems in future.
Is there a way to call individual objects like skeletal meshes or static meshes without setting a mount point. I also tried the c++ mount point function of unreal, which ended up in the same crash as the plugin. This means if I can bypass the mount point function somehow, may be things could go well. I believe we don’t need a mount point for opening a level, which is great. I just need a way to get individual objects from pak file.
Thank you.