Why are my materials not rendering after updating to 4.25? Any help is greatly appreciated.

SPF
Tue, 02 Jun 2020 20:54:29 +0000
Rendering

Hi Everyone,

Can anyone help me? After updating to 4.25, any materials located in separately mounted pak files are not rendering properly. I am only seeing the default material. Materials found in Content\Paks[myproject]-WindowsNoEditor.pak work no problem, but not those found in separately mounted pak files. Everything worked fine in 4.23.4 and all versions prior. Any help is great appreciated.

Here is the mount function I am using:

if (FCoreDelegates::OnMountPak.IsBound())
{
	// Mount pak
	FPakFileVisitor Visitor;
	if (FCoreDelegates::OnMountPak.Execute(PakPath, 4, &Visitor)) //0-4; specifies search order
	{
		UE_LOG(MyLog, Log, TEXT("Pak Mounted Correctly"));
	}
}

As a test, I mounted a pak file with 1 unique material named M_TestMaterial. This works fine in 4.24.3 but I am guessing something changed in 4.25. Here is the error it generated:

LogShaders: Error: Missing shader resource for hash ‘CC82171EE3D12616F2284E1AE3F5E5B6373A9F22’ for shader platform 0 in the shader library

LogMaterial: Error: Tried to access an uncooked shader map ID in a cooked application

LogMaterial: Warning: Invalid shader map ID caching shaders for ‘M_TestMaterial’, will use default material.

LogMaterial: Can’t compile M_TestMaterial with cooked content, will use default material instead

LogMaterial: Warning: /Game/MyMaterials/M_TestMaterial.M_TestMaterial: Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.

Thank you for your help

9 posts - 8 participants