"Support Compute Skincache" crashes games on Linux

Hi guys,

These are my specs:

Unreal 4.22
Arch Linux - Linux diogobaeder-desktop 5.0.7-arch1-1-ARCH #1 SMP PREEMPT Mon Apr 8 10:37:08 UTC 2019 x86_64 GNU/Linux
Nvidia GeForce GTX 1050 TI

What’s happening is that whenever I enable any feature that enables “Support Compute Skincache” as a dependency (like ray tracing for example), and repackage the game, the game crashes with a failure like this:

[2019.04.11-02.24.19:191][  0]LogCore: Error: appError called: Assertion failed:  [File:/home/diogobaeder/Downloads/jogos/UnrealEngine-4.22.0-release/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 3814] 
Missing global shader FRecomputeTangentsPerVertexPassCS's permutation 0, Please make sure cooking was successful.

Signal 11 caught.
Malloc Size=65538 LargeMemoryPoolOffset=65554

If I disable ray tracing and repackage, I still get the error. Only when I disable “Support Compute Skincache” itself and repackage I can get the game to run again.

Now, doing a diff between a working version of my project and the broken one, I noticed that I have this configuration on the broken version’s “DefaultEngine.ini” (and some other similar config files):

[/Script/Engine.RendererSettings]
r.SkinCache.CompileShaders=True

which I guess is related to that setting.

Is this a genuine bug? Or should I perhaps have compiled UE4 a bit differently? I just compiled it with “make”, no further arguments added.

Thanks!

Hello,

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Thanks

Sure. Done. I didn’t get any reference for the opened Case, though. No idea how to keep track of that. Is there a way I can get updates for it?

Sorry, nevermind, just got the e-mail about Case # 00108060. Thanks!