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=TrueandbSharedMaterialNativeLibraries=Trueunder inDefaultEngine.ini,DefaultEditor.ini, andDefaultGame.inito be sure that these lines are read - did a full clean recook and package
- confirmed that
.ushaderbytecodefiles are generated underSaved\Cooked\Windows\MyGame\Metadata\ShaderLibrarySourcebut the directoryPipelineCachesis not created - verified no
ShaderArchive-*.ushaderbytecodeinContent/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!
