Hi!
I’m trying to bundle PSO caches following this guide:
After adding all required config entries from the guide and testing by commenting them out, I discovered that
bShareMaterialShaderCode=True
is the line that causes the project to crash after packaging and launching the project:
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\GlobalShader.cpp] [Line: 808] Could not load section 0 (of 409) of the global shadermap.
FGlobalShaderMap::LoadFromGlobalArchive()
TBaseRawMethodDelegateInstance<0,FShaderCompilingManager,void __cdecl(void),FDefaultDelegateUserPolicy>::TryGetBoundFunctionName()
CompileGlobalShaderMap()
FEngineLoop::PreInitPreStartupScreen()
GuardedMain()
GuardedMainWrapper()
LaunchWindowsStartup()
WinMain()
__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I’ve tried updating GPU drivers, deleting Intermediate
and DerivedDataCache
folders, but nothing helps. This crash prevents me from even completing the “Setup and Required Settings” step of the guide. Does anyone know how to fix this or what might be causing it?
EDIT1: what I’ve tried so far:
- added both
bShareMaterialShaderCode=True
andbSharedMaterialNativeLibraries=True
under inDefaultEngine.ini
,DefaultEditor.ini
, andDefaultGame.ini
to be sure that these lines are read - did a full clean recook and package
- confirmed that
.ushaderbytecode
files are generated underSaved\Cooked\Windows\MyGame\Metadata\ShaderLibrarySource
but the directoryPipelineCaches
is not created - verified no
ShaderArchive-*.ushaderbytecode
inContent/Paks
- crash still occurs on startup with the same error despite my efforts
EDIT2: I followed all the steps from the guide on a completely new project (Third Person Template), but the PipelineCache directory still isn’t created, and launching the freshly cooked and packaged game results in a crash right at startup:
I’m running out of ideas - any hints appreciated!