Shader complie error

Updated from UE 5.1 to 5.4.4 because there are dependencies for mobile that are not compatible on earlier versions. After much searching and a lot of trial and error, i don’t think i can solve this problem on my own. below is an error log when i try to build. any help is appreciated:

UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCook: Display: SkipOnlyEditorOnly is enabled, unsolicited packages will not be cooked unless they are referenced from the cooked version of the instigator package.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogEditorDomain: Display: Cycle detected in parents of class /Script/RigVMDeveloper.RigVMUnitNode. Allow flags for editordomain and iterative cooking will be invalid.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogZenStore: Display: Establishing oplog ‘MazeGame.2c427c1a/EditorDomain’
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogZenStore: Display: Zen project ‘MazeGame.2c427c1a’ already exists
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogZenStore: Display: Zen oplog ‘MazeGame.2c427c1a/EditorDomain’ already exists
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCook: Display: Waiting for Asset Registry
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogAssetRegistry: Display: Asset registry cache written as 0.0 MiB to H:/Unreal Projects/MazeGame 5.4/Intermediate/CachedAssetRegistry_*.bin
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCook: Display: Clearing all cooked content for platform Android_Multi
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCook: Display: Sandbox cleanup took 0.134 seconds for platforms Android_Multi
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogCook: Display: Compiling global changed shaders for platform ‘Android_Multi’
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogShaders: Error: Shader debug info dumped to: “H:/Unreal Projects/MazeGame 5.4/Saved/ShaderDebugInfo/OPENGL_ES3_1_ANDROID/Global/FShadowProjectionPS2truefalsefalse/0”
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): C:/Program Files/Epic Games/UE_5.4/Engine/Shaders/Private/ShadowProjectionPixelShader.usf(): Shader FShadowProjectionPS2truefalsefalse, Permutation 0, VF None:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): ovr_multiview_view_count must be non-zero when using GL_OVR_multiview2.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogOutputDevice: Warning:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Script Stack (0 frames) :
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 10560]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): 1 Shader compiler errors compiling GlobalShaders for platform OPENGL_ES3_1_ANDROID.
PackagingResults: Error: Shader debug info dumped to: “H:/Unreal Projects/MazeGame 5.4/Saved/ShaderDebugInfo/OPENGL_ES3_1_ANDROID/Global/FShadowProjectionPS2truefalsefalse/0”
PackagingResults: Error: appError called: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 10560]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 10560]
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: 1 Shader compiler errors compiling GlobalShaders for platform OPENGL_ES3_1_ANDROID.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007fffaed69428 UnrealEditor-Engine.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007fffaed6b84b UnrealEditor-Engine.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007fffaed68e59 UnrealEditor-Engine.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007fffaed30901 UnrealEditor-Engine.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007fffaed72480 UnrealEditor-Engine.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffff60f3e8c UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffff6067933 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffff60fb872 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffff5ddd99e UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffff5d9f6fd UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ffff5dbaeb0 UnrealEditor-UnrealEd.dll!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ff655a480dd UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ff655a3e146 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ff655a3e42a UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ff655a418a4 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ff655a570c4 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ff655a596e6 UnrealEditor-Cmd.exe!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: [Callstack] 0x00007ff87361257d KERNEL32.DLL!UnknownFunction
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error:
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 10560]
PackagingResults: Error: 1 Shader compiler errors compiling GlobalShaders for platform OPENGL_ES3_1_ANDROID.
PackagingResults: Error: [Callstack] 0x00007fffaed69428 UnrealEditor-Engine.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007fffaed6b84b UnrealEditor-Engine.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007fffaed68e59 UnrealEditor-Engine.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007fffaed30901 UnrealEditor-Engine.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007fffaed72480 UnrealEditor-Engine.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffff60f3e8c UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffff6067933 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffff60fb872 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffff5ddd99e UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffff5d9f6fd UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ffff5dbaeb0 UnrealEditor-UnrealEd.dll!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff655a480dd UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff655a3e146 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff655a3e42a UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff655a418a4 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff655a570c4 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff655a596e6 UnrealEditor-Cmd.exe!UnknownFunction
PackagingResults: Error: [Callstack] 0x00007ff87361257d KERNEL32.DLL!UnknownFunction
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Took 66.40s to run UnrealEditor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): Cook failed.
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): (see C:\Users\roman\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4\Log.txt for full exception trace)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool executed for 0h 1m 27s
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Android (Multi:ASTC,DXT,ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

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Did you take a look in here?

Greetings @BP_SpawnGato

I actually worked with this type of error a couple of times recently. This may sound odd. But, copy your DefaultEngine.ini from your folder and paste it somewhere so that you a copy of it. Then delete/regenerate a new one and see if you still have the issue. If it’s still there, then just put your old ini back in.

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I did actually. there are like 20 of those folders in there. they contain an outputhash.txt file (contains about 20 zeros), a .hlsl file, a .spv file, and a .usf file. Did a lot of googling surrounding all of this and not a whole lot of info around what i can do with these files. right now, i did a right click the whole content folder and fix up re-directors. it crashed me but a lot of bad stuff was in there. now im validating all of my assets. i think ill be stuck on this screen all day since it has taken about an hour to move 2%.

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Thanks for the input! I’m going to give that a go as soon as this asset validation thing (mentioned above) gets done. That should be a month from now if I’m lucky :rofl:

Oh, right on. Well I’ll keep an eye on the thread once you get to that point and we can reconnect on any issue you run into. Good luck with everything!

This seems to work, but then it only works once. Defaultengine.ini is regenerated and a crap ton of settings come back in. Most of them appear to be from things set in project settings. It begs the question, what setting in there is causing this issue? I’ve been flipping through them taking wild guesses. I have to restart the engine after each change and then try to build again. SOOOO tedious. I have googled these errors in every way i can imagine and there is some similar stuff out there, but no real solutions. Anyways, ill carry on with my tedious experimentation. If it comes down to it, i can just delete the .ini before each build, but knowing there is some underlying problem somewhere is probably going to push my problematic perfectionist mind to the brink of insanity :sweat_smile:

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If I turn off support open GL ES 3.2, am I doing a bad thing for android phones?