Hello !
I’m try to add my Custom Mesh Pass on PC pipline ,and i work on UE5,
i have prepear a VS and PS MeshMaterialShader and a MeshPassProcessor for my Custom Pass ,and insert it to Render Pipline but ,it’s go fine
BUT when i compile ,i have a Fatal Error
" FString::Printf(TEXT(“Failed to compile default material %s!”), *Material->GetBaseMaterialPathName());" it’s in ShaderCompiler.cpp 4407 .
Can any one HELP me?