ShaderCompileWorker error in Linux While Cooking
I've been hacking on UE 4.8 to add android targeting for linux. I've made a good progress so far and UE4Editor recognizes Android in the settings (though no device manager recognition or anything else). I'm trying to cook for android in command line using this command:
but I encounter this error:
It's pointing out to "...mesa_glsl_parse_state". Do you think it's related to mesa installed on host system? It's strange because I use nvidia closed-sourced drivers (346.59).
The error is saying it can't find:
If you an run Linux tho, I'm not sure why Android would be failing. That should be used the same way that Linux parses shaders. I would suggest recompiling hlslcc libraries (not that you should have to tho).
Also, in your command line, remove -LinuxNoEditor, and change -targetplatform=android to -platform=android -cookflavor=ETC1. Let me know if that changes things.
answered Jun 10 '15 at 08:42 PM
I tried almost the same thing, with almost the same failure :
Engine version: 4.8.0-release
OS : Ubuntu 14.04 (x64)
Files modified :
I had to get the libTextureConverter.so from Adreno SDK to fix a dependency issue with the TextureFormatAndroid module.
What works :
0 - UE4Editor now shows Android platform paramaters (SDK & NDK paths seem to be recognized)
1 - Android device detection works. I have my android device listed in the Project Launcher.
2 - My UE projects (and UE4Game) get compiled with the Android toolchain. I get the *-armv7-es2.so lib in my project binaries.
3 - I can deploy my project on an android device. It is launched but crash after a black screen (no content loaded I suppose)
What fails :
[EDIT] By simply commenting the assertion line, the error is gone. Quick'n'dirty, but it works! You can build and deploy directly from editor to android devices!
ShaderCompilerWorker failed but with a different error (assertion failed). No cooked content.
I tried to recompile the hlslcc library, no help.
It's really frustrating... it's almost done...
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