Shader compilation failures are Fatal. Engine crash

Hi. I have a problem with my project that can make things worse in future and i want to resolve this as soon as possible. So the thing is when i try to select material for any object in scene, engine tries to load every existing material and when something is triggered loaded, crash happens with this message:

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 348] Shader compilation failures are Fatal.

UnrealEditor_RHI!HandlePipelineCreationFailure() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:350]
UnrealEditor_RHI!FCompilePipelineStateTask::CompilePSO() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp:1859]
UnrealEditor_RHI!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1266]
UnrealEditor_Core!LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<FTaskGraphCompatibilityImplementation::QueueTask’::5'::<lambda_1> >'::11’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

I am not expirienced in c++, so i understood nearly 0 of all this words and nubmers. But i noticed that when i open engine folder named debugMaterials, this crash triggers by some material. When i do the same thing in new project, it dont trigger this crash, everything is fine. Thanks for your help.

i think i fixed it, the problem was with planar reflections setting, when i turned off “support global clip plane for planar reflections” this crash stopped to trigger.

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