I am currently using Unreal Engine version 5.0.3. I had created an empty project, opened a basic level, and imported a landscape by heightmap. Upon packaging this project, I received no errors, but when attempting to open the .exe file, an error window pops up which says:
“Shader compilation failures are fatal”
I felt that this had something to do with the resolution of the heightmap I used to generate the landscape, since it was very large and making my editor very slow. However, I continued shrinking the resolution of the image until it got to the point that my landscape was much too small to cause an error of this type.
At this point, I deleted the old landscape and created a new landscape (not by importing from a heightmap, just creating a new one) with the lowest settings I could. I didn’t modify this landscape at all, so it is a literal white sheet with very few vertices. Upon packaging the game and trying to run the .exe, I am still met with the same error.
When packaging the same project with no landscape, the .exe opens completely fine and receives no errors.
Clearly there is something happening with the landscape. I am having trouble finding any other similar questions on the forums, but does anyone know a fix?
Hey there @MasterCheif! Welcome back to the forums! Were there any issues during packaging? May I see the crash logs?
MoonViewer.log (40.8 KB)
MoonViewer.log (147.9 KB)
The first attached file is the crash log for the packaged executable, the second is the log that was created when the project was packaged.
Additionally, I deleted the landscape and recreated it again with very little detail and placed it far below the possessed pawn so that you cannot see it when you run the game, and this allows the executable to run without immediately crashing. However, upon looking downward, as soon as the tiny flat landscape comes into view, it immediately crashes with the same “Shader compilation failures are fatal” message.
Oh wow, alright so it seems that something in the render pipeline is failing, particularly when loading your landscape with the heightmap. Which is odd, as it should render the same with or without a height map. So first a couple more questions and a couple of things to try and see.
May I know your specs? Sometimes if Vram scrapes it’s head, shaders fail. Though that should happen in editor too so unlikely, but knowing this will inform other questions.
Some other posts I’d see point to a caching issue, but that’d cause it in editor the way I’d seen, not just in the standalone. Are you doing fresh rebuilds during packaging? (entirely new builds?)
Could you try to drop the RHI to DX11 to test and see if it’s only the DX12 RHI being tripped up? Tutorial here: Render Hardware Interface (RHI) | Community tutorial
Are there any materials imported and applied to the landscape?
Let me know how that goes!
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Specs:
Windows 10 Pro
Intel(R) Core™ i7-6700K CPU @ 4.00GHz
16.0 GB RAM
Let me know if you need to know anything else.
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If by new builds, you mean clicking on Build and then selecting Build All Levels, then yes. I have packaged a project without building beforehand, and also with building beforehand, both with the same outcome.
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Changing to DirectX11 actually does work! I can package the project and look at the landscape without it crashing. However, I’d still like to know why DirectX12 isn’t working and what I should do to fix it, especially since the lighting from DirectX12 is more accurate in my scene.
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The only material applied to the landscape is a standard white material. It just has a Constant3Vector with the RGB values all set to 1 and plugged into the
For your specs, what’s your graphics card if you have a dedicated GPU?
DX12 has been a bit finicky lately, primarily for 5.03. Originally there were some issues with some updates to DX12. I see lots issues with DX12 RHI failing on 5.X repeatedly. I don’t have any formal information on why it’d only DX12 for many of the issues, but it’s often different parts of the rendering code that fails. Sometimes it’s shaders, sometimes it’s VRAM, sometimes the TDR limit trips way faster. We’re still working on figuring out all of the different issues, it’s likely not a singular issue with the rendering layer but multiple. Reporting it and offering projects with the issue can always assist in figuring out the bug.
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