Spiralblur Scenetexture material error when packaging for Android

Hi, I’m using the built in Spiralblur - Scenetexture node to create a blur effect on a material: “M_Milky”, no issues in the editor, or VR preview, but when I package, the app packages successfully but the material is replaced with the default material. Output log shows:

LogMaterial: Display: Missing cached shadermap for M_milky in VULKAN_ES3_1_ANDROID, Default, ES3_1, Game (DDC key hash: 59fe7823d302aef2bcdd614a6007bfce80c28cbc), compiling.
LogShaderCompilers: Warning: Failed to compile Material /Game/CamTexts/M_milky.M_milky for platform SF_VULKAN_ES31_ANDROID, Default Material will be used in game.
UATHelper: Packaging (Android (ASTC)): Shader debug info dumped to: “D:\Unreal\VFields 5.7\Saved\ShaderDebugInfo\VULKAN_ES3_1_ANDROID\M_milky_166a22cf2f1f6a2c\Default\FLocalVertexFactory\TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLOCAL_LIGHTS_DISABLED\0_879d5f3a45a2d4db”
UATHelper: Packaging (Android (ASTC)):
UATHelper: Packaging (Android (ASTC)): D:\Games\UE_5.7\Engine\Shaders\Private\MaterialTemplate.ush(3704,8): Shader TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLOCAL_LIGHTS_DISABLED, Permutation 0, VF FLocalVertexFactory:
UATHelper: Error: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3704:8: error: use of undeclared identifier ‘DecodeSceneColorForMaterialNode’
UATHelper: Packaging (Android (ASTC)): return DecodeSceneColorForMaterialNode(NewUV);
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): D:\Games\UE_5.7\Engine\Shaders\Private\MaterialTemplate.ush(3724,13): Shader TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLOCAL_LIGHTS_DISABLED, Permutation 0, VF FLocalVertexFactory:
UATHelper: Error: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3724:13: error: use of undeclared identifier ‘DecodeSceneColorForMaterialNode’
UATHelper: Packaging (Android (ASTC)): CurColor += DecodeSceneColorForMaterialNode(NewUV);
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): D:\Games\UE_5.7\Engine\Shaders\Private\MaterialTemplate.ush(3761,8): Shader TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLOCAL_LIGHTS_DISABLED, Permutation 0, VF FLocalVertexFactory:
UATHelper: Error: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3761:8: error: use of undeclared identifier ‘DecodeSceneColorForMaterialNode’
UATHelper: Packaging (Android (ASTC)): return DecodeSceneColorForMaterialNode(NewUV);
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)): D:\Games\UE_5.7\Engine\Shaders\Private\MaterialTemplate.ush(3781,13): Shader TMobileBasePassPSFMobileDirectionalLightAndSHIndirectPolicyLOCAL_LIGHTS_DISABLED, Permutation 0, VF FLocalVertexFactory:
UATHelper: Error: Packaging (Android (ASTC)): /Engine/Generated/Material.ush:3781:13: error: use of undeclared identifier ‘DecodeSceneColorForMaterialNode’
UATHelper: Packaging (Android (ASTC)): CurColor += DecodeSceneColorForMaterialNode(NewUV);
UATHelper: Packaging (Android (ASTC)): ^
UATHelper: Packaging (Android (ASTC)):
UATHelper: Warning: Packaging (Android (ASTC)): LogMaterial: Warning: Cooking a material resource (in M_milky hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.

This is the same for another material using the same node. Have tried in 5.3 and 5.7

Any ideas?

I’m not sure those blue nodes work on mobile. Maybe try this approach from @BananableOffense

Brill thank you - I’m getting there with that example (it looks great) but if you don’t mind confirming 2 things (if you’re not sure no probs):

1 - I don’t seem to have the MakeFloat2 node in the nodes list.- any idea?

2 - What sort of material is it (domain / blend mode / shading) etc..? I’ve tried to match the output to get all the options (roughness etc..) but can’t find one that has those, and refraction, and opacity.

Thanks

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and

Fab thank you - I’ve got it close enough to tweak now I hope

For anyone reading: Makefloat seems to be replaced with “AppendMany” in UE5 (not guaranteeing that’s 100% accurate), which is why I could find it

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I am also using UE5, of course… :slight_smile:

I’m guessing its coming from an asset or plugin?…

The blue one is just

Which version of the engine do you have?

Thank you - sorry for the late follow up I only get a couple of days a week on this. I meant to type UE5.7 above not UE5 :person_facepalming: - I’ve got a backup in 5.3 and the makefloat2 node does exist there.

So I thought I was getting somewhere with this, but as soon as I change to Vulkan preview (or Android Generic XR in 5.7 too) all of the nice refraction effects stop working. I’ve tried your other materials in the linked post above too where its more distorted, and they are really nice in PC mode, but again lose all distortion in vulkan preview. Have tried in 5.3 too just incase, but it’s the same.

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Even the custom fuzzy material?