I’ve fixed this in the development branch for 4.17 so it will definitely be fixed in 4.17. It’ll need to be integrated into the Dev-Ar-Kit snapshot separately.
Oh man, it’s awesome! Any estimates about public availability of 4.17 preview or Dev-Ar-Kit snapshot integration? Thank you
P.S. Even “git diff” text of that fix will be extremely helpful for us, we’ve stucked because of the issue right now
Now fixed with this https://github.com/EpicGames/UnrealEngine/commit/472a4d86fef32c33f5e8053bd47f54f91e0c4b42
Thank you @marksatt-pitbull
Thanks for looking into this @marksatt-pitbull
I’m still having issues compiling on my machine though - the error message is different now though:
platform SF_METAL_SM5:
2017-06-21 14:15:16.172068-0700 UE4Editor[9610:157830] Fatal error: [File:/Users//Projects/unreal/dev-ar-kit/UnrealEngine/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 4574]
Failed to compile global shader TCubeFilterPS<1> . Enable 'r.ShaderDevelopmentMode' in ConsoleVariables.ini for retries.
My machine’s info:
10.12.5
NVIDIA GeForce GT 640M 512 MB
iMac (21.5-inch, Late 2012)
I was having the same issue after taking the fix mentioned above.
Doing a full clean rebuild fixed it from me
thanks for the tip @jitesh
i’ll try cleaning ARSample, UnrealLightmass, and ShaderCompileWorker… i’ll check back in, in a few hours =]
Unfortunately a clean and rebuild didn’t help in my case =(
Any other ideas?
Hi,
Just wanted to follow up regarding this issue.
ShaderCompiler.cpp] [Line: 4574]
Failed to compile global shader TCubeFilterPS<1>
Should I create a separate report for it? Also, is there a way for me to see the actual shader compile error when building in XCode? I tried to find a doc on the subject, but wasn’t successful.
I think separate report is good idea
ok doke… here’s a link to the new bug report: ARKit - ARSample - Failed to compile global shader - Rendering - Epic Developer Community Forums
Hi guys,
- Branch: https://github.com/EpicGames/UnrealEngine/tree/dev-ar-kit
- OSX: 10.12.4 & 10.12.5
- (Retina, Mid 2012) NVIDIA GeForce GT 650M 1024 MB
- Forum thread with the similar issue: IOS11 ARkit? - Mobile - Epic Developer Community Forums
Editor crashing right after loading with error (full logs are in attachment):
[2017.06.10-14.25.50:128][ 2]LogMac:Error: appError called: Assertion failed: Assertion failed: [File:/Users/oleg/Work/UnrealEngine-dev-ar-kit/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalPipeline.cpp] [Line: 714]
Failed to generate a render pipeline state object:
Unhandled atom in intrinsic: llvm.bswap.i32
[2017.06.10-14.25.50:138][ 2]LogCrashTracker:
[2017.06.10-14.25.50:139][ 2]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x3
[2017.06.10-14.25.50:139][ 2]LogMac: FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x2f8b52b (filename not found) [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x317292f (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, ...) Address = 0x324e12d (filename not found) [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x31b84ce (filename not found) [in UE4Editor-Core.dylib]
CreateMTLRenderPipeline(FGraphicsPipelineStateInitializer const&, EMetalIndexType) Address = 0x368b2f22 (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalGraphicsPipelineState::FMetalGraphicsPipelineState(FGraphicsPipelineStateInitializer const&) Address = 0x36849ada (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalDynamicRHI::RHICreateGraphicsPipelineState(FGraphicsPipelineStateInitializer const&) Address = 0x3684a485 (filename not found) [in UE4Editor-MetalRHI.dylib]
GetAndOrCreateGraphicsPipelineState(FRHICommandList&, FGraphicsPipelineStateInitializer const&, EApplyRendertargetOption) Address = 0x8d9c3b4 (filename not found) [in UE4Editor-RHI.dylib]
SetGraphicsPipelineState(FRHICommandList&, FGraphicsPipelineStateInitializer const&, EApplyRendertargetOption) Address = 0x8d9d928 (filename not found) [in UE4Editor-RHI.dylib]
FilterReflectionEnvironment(FRHICommandListImmediate&, ERHIFeatureLevel::Type, int, TSHVectorRGB<3>*) Address = 0x131f5629 (filename not found) [in UE4Editor-Renderer.dylib]
TGraphTask<FScene::UpdateSkyCaptureContents(USkyLightComponent const*, bool, UTextureCube*, FTexture*, float&, TSHVectorRGB<3>&)::EURCMacro_FilterCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x132be6fe (filename not found) [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x2faaf2d (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x2fa7305 (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x2fa3d0e (filename not found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x8d138f1 (filename not found) [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x8d27b27 (filename not found) [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x30088ee (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x2fc56de (filename not found) [in UE4Editor-Core.dylib]
_pthread_body() Address = 0xc787e93b (filename not found) [in libsystem_pthread.dylib]
_pthread_body() Address = 0xc787e887 (filename not found) [in libsystem_pthread.dylib]
thread_start() Address = 0xc787e08d (filename not found) [in libsystem_pthread.dylib]