Hello Epic Games Support Team,
I am reaching out regarding an issue I have encountered while working with Unreal Engine 5.6 (Launcher version on Windows 11 with DirectX 12).
I did configuration of the project settings for enabling PSO disk caching. Bellow I am sharing the settings I added to the project.
DefaultEngine.ini
r.PSOPrecaching=1
r.PSOPrecache.Validation=2
r.PSOPrecache.Validation.TrackMinimalPSOs=1
r.ShaderPipelineCache.StartupMode=3
r.ShaderPipelineCache.Enabled=1
r.PSOPrecache.ProxyCreationWhenPSOReady=1
r.PSOPrecache.LogCollection=1
r.ShaderPipelineCache.ReportPSO=1
r.ShaderPipelineCache.ExcludePrecachePSO=1
r.ShaderPipelineCache.SaveUserCache=1
r.ShaderPipelineCache.GameFileMaskEnabled=1
DefaultGame.ini
[/Script/UnrealEd.ProjectPackagingSettings]
bShareMaterialShaderCode=True
bSharedMaterialNativeLibraries=True
(I used the following resource as a setup guide - https://www.tomlooman.com/psocaching\-unreal\-engine/)
Unfortunately after doing setup according the guide, I was not able to make this working. Bellow sharing the log.
LogD3D12RHI: Display: Not using pipeline state disk cache per r.D3D12.PSO.DiskCache=0
LogD3D12RHI: Display: Not using driver-optimized pipeline state disk cache per r.D3D12.PSO.DriverOptimizedDiskCache=0
I use the following command for running the build.
.\NEWProject56.exe -dx12 -logPSO -trace=default -clearPSODriverCache -execcmds=“stat PSOPrecache” -execcmds=“stat unitgraph”
Additional information:
- I verified that the .upipelinecache and the .bin folders are writable.
- I set NeedsShaderStableKeys=true before packaging.
- I tried to make it working on a default unreal engine project.(same result)
- I been using PSOPrecache and Blueprint node NumPrecompilingPSOsRemaining to test collection runtime — no persistent caching is being recorded.
Thanks for your time. Any support will be appreciated.