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After upgrade to 4.21, during cooking, the SM4/DX10 shaders are being compiled.

We recently updated our Unreal Engine to version 4.21. After that we noticed that during cooking, the SM4/DX10 shaders are being compiled. Our game and GPU are both DX11 and we are cooking for Win64. Why would Unreal Engine compile SM4/DX10 shaders during cooking? It seems it started after we upgraded to 4.21.

These are some lines from our cooking log:

UATHelper: Packaging (Windows (64-bit)): LogShaders: Display: Compiling M_Widget3DTerritoryNodes: Platform=PCD3D_SM4, Usage=LightingModel=MSM_DefaultLit, BlendMode=BLEND_Translucent, SpecialEngine=0, TwoSided=0, TSNormal=1, Masked=0, Distorted=0, WritesEveryPixel=1, ModifiesMeshPosition=0, Usage={}, StaticMaterialLayers= UATHelper: Packaging (Windows (64-bit)): LogShaders: Warning: 28 Shaders among 1 VertexFactories UATHelper: Packaging (Windows (64-bit)): LogMaterial: Display: Missing cached shader map for material M_LargeRugOrnate_2, compiling. UATHelper: Packaging (Windows (64-bit)): LogMaterial: Warning: D:\P4\twd_main\TWD\Content\Environment\Prop\Decor_01\Plush\M_LargeRugOrnate_2.uasset: Failed to compile Material for platform PCD3D_SM4, Default Material will be used in game.

Product Version: UE 4.21
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asked Jan 11 '19 at 08:24 PM in Bug Reports

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avatar image dsavine Jan 11 '19 at 09:34 PM

It seems, in UE 4.21 all the code that was choosing “Only cache shaders for the quality level that will actually be used to render”, is now moved inside #if STORE_ONLY_ACTIVE_SHADERMAPS, which is set to 0.

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