x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Why are shaders compiling every time I open a map.

Every time I open a map all my shaders are recompiled. That's sounds strange, cause I've my shaders already compiled... Any idea? It's taking like forever every time I change to a different map...

Product Version: Not Selected
Tags:
more ▼

asked Jun 09 '14 at 11:16 AM in Using UE4

avatar image

Budello
236 6 8 19

avatar image chriszuko Jul 15 '14 at 02:05 PM

I have this issue as well.. Kinda a killer when we are working on stupid large maps with 72,000 shaders being compiled every time.

avatar image Bychop Sep 24 '14 at 03:57 PM

Hello,

Our team has the same problem. Every time we open our map, all shaders are compiling (over 7000) and it takes 5-10minutes before we can work.

Doesn't compiled shaders save somewhere?

avatar image TJ V ♦♦ STAFF Sep 24 '14 at 07:08 PM

Hi everyone,

If you could please provide the info below.

  • What version of the editor are you currently using?

  • Does this also occur when testing in a new project?

  • Post your dxdiag.

avatar image Bychop Sep 24 '14 at 09:40 PM

Hello,

1.We are currently using 4.4.2 on few post and 4.4.3 on other. 2. No, only in our project. It started yesterday. Thank you!

link text

dxdiag.txt (62.0 kB)
avatar image imskull Jun 01 '17 at 08:08 AM

For anyone encountered this problem after 4.15, possibly, you need to re-save materials. Unreal saves some steaming data into materials, you may need to re-save relative materials after you have modified map lighting or something else. Check "Output Log" to know which materials you need to save after loading map. For more information, check unreal doc Texture Streaming, good luck.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

We figured out the issue.

So we had a ton of road splines in the map using the same material as everything else. However, we didn't check "Used With Spline Meshes" in the material. So unreal was auto-checking that on in the background every time we opened the map causing all of the shaders to recompile over the already compiled shader cache from before. Once we checked on ""Used With Spline Meshes" in the material, the problem was fixed.

So.. it would be nice if there was a visual warning that popped up saying that it auto checked it for us, or if it made changes to the material directly and just needed us to save the material. But idk. Regardless, it was a huge headache for something so simple.

more ▼

answered Sep 24 '14 at 08:18 PM

avatar image

chriszuko
76 2 17 13

avatar image Bychop Sep 25 '14 at 05:01 AM

Hello, You are right! We used our mastershader for all assets in a scene. One of them is apex cloth and our main character. We created a new material only for them and the shadier compiling stopped!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
more ▼

answered Mar 18 '15 at 02:24 PM

avatar image

Missu
295 13 8 27

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question