UE4Editor error - no ShaderCompileWorker binary

I downloaded the latest release branch on 1/2/15 and built from scratch. Build succeeds but UE4Editor fails to launch due to ShaderCompileWorker not existing:

$ mv ~/Downloads/UnrealEngine-release.zip .
$ unzip UnrealEngine-release.zip 
$ cd UnrealEngine-release
$ ./Setup.sh 
$ ./GenerateProjectFiles.sh 
$ ./Engine/Build/BatchFiles/Mac/Build.sh UE4Editor Mac Development
$ ./Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor
*** Recognized (0x65) family*** (20 cols X 12 rows) using raw16bitRange= 508, thresh8bits=  3, zsignal_per_pixelsum= 41
Fatal error: [File:{~}/dev/EpicUE4/UnrealEngine-release/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1302] 
Couldn't launch {~}/dev/EpicUE4/UnrealEngine-release/Engine/Binaries/Mac/ShaderCompileWorker! Make sure the file is in your binaries folder.

Macbook Pro, OS X 10.11.1

Note: I originally tried to build from the generated XCode project - same error.

I just ran:

$ ./Engine/Build/BatchFiles/Mac/Build.sh UE4Editor Mac Development -clean

$ ./Engine/Build/BatchFiles/Mac/Build.sh UE4Editor Mac Development -verbose > build.log 2>&1

$ cat build.log | grep ShaderCompileWorker

$

got nothing. broken build rule?

Building ShaderCompileWorker manually fixes this issue:

$ ./Engine/Build/BatchFiles/Mac/Build.sh ShaderCompileWorker Mac Development -verbose 
$ ./Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor

Thank you for pointing this out! I was attempting to build 4.12.0 from source on Mac OSX 10.11.5 El Capitan, and running it would always instantly crash.

From what you posted, I checked the output from Xcode, it read:
“Couldn’t launch ShaderCompileWorker! Make sure the file is in your binaries folder.”

So, in Xcode I left clicked on the scheme button, scrolled down to ShaderCompileWorker and selected it for ‘My Mac’. Then I did Product - Build.

In addition to this though, I also had to do the same steps for UnrealLightmass.

After doing both of these, the editor would load up and look like it’s getting stuck at 45% with Xcode reporting “Missing cached shader map for material WorldGridMaterial, compiling.”. This took about half an hour, and then it was able to open up properly. I figured I would just outline what I did in case others run into this issue too. Thank you for your post!

Hello,

It seems a spelling error in the UE4Rules assembly. When using the manual build, I get the following error:
ERROR: Couldn’t find target rules file for target ‘ShaderCompilerWorker’ in rules assembly ‘UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.
Location: /Users/ZhangJin/Documents/UnrealEngine-release/Engine/Intermediate/Build/BuildRules/UE4Rules.dll

And the found target file is: ShaderCompileWorker - /Users/ZhangJin/Documents/UnrealEngine-release/Engine/Source/Programs/ShaderCompileWorker/ShaderCompileWorker.Target.cs

Could anyone please help with this?

Sorry, I made a mistake, the manual building works without problem.

This still happened with 4.13 for me. This needs a jira ticket or there should be an update to the buiding-from-source documentation.

Manually running Build.sh for the ShaderCompilerWorker as mentioned above worked for me, but this is probably unnecessarily tripping up a lot of people. I haven’t tried a fresh build on windows, but the same thing with ShaderCompilerWorker was happening there at one time on 4.12.

Each time, I give up on installing Nvidia gameworks through visual studio, I happen to come across forums like this.

THANK YOU

Build.sh for the ShaderCompilerWorker as mentioned above worked for me.

In Visual studio, find this and build it when you get the no ShaderCompileWorker.exe and as Sabun said it will launch and get stuck on 45% for a while