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Android packaging freezes on missing shader map

I've created a Basic Code C++ project using the Mobile / Tablet, Scalable 2d or 3d and No Starter Content options. When I go to build, I receive the error noted below. I've tried the following:

  1. Removing the default level, and starting with an Empty level which contains a Player Start, Plane and some lights.

  2. Creating a new C++ game mode based off the default template, and setting the project up to use that.

  3. Replacing as many of the default materials and meshes with my own SolidMat material, which is just a material with no textures and a solid color.

How can I make the build process pick up the shader maps or cause them to be re-built? The build hangs when it runs into missing shader maps for entities originating from the engine.

Build Errors

 UATHelper: Packaging (Android (ETC2)):   LogMaterial: Display: Missing cached shader map for material SolidMat, compiling.
     UATHelper: Packaging (Android (ETC2)):   LogCook: Display: Cooking /Engine/EngineResources/Black ->/MobileMinimal/Saved/Cooked/Android_ETC2/Engine/Content/EngineResources/Black.uasset
     UATHelper: Packaging (Android (ETC2)):   LogCook: Display: Cooking /Engine/EngineMeshes/Sphere ->/MobileMinimal/Saved/Cooked/Android_ETC2/Engine/Content/EngineMeshes/Sphere.uasset
     UATHelper: Packaging (Android (ETC2)):   LogMaterial: Display: Missing cached shader map for material WorldGridMaterial, compiling. Is special engine material.






Product Version: UE 4.20
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asked Oct 27 '18 at 08:11 PM in Packaging & Deployment

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Frankenspank1
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