iOS LogMetal: Display: Loaded a text shader (will be slower to load)

Hello all,

I’m trying to work out why shaders are not being remotely compiled when I package my iOS game.
I’m working in UE4.22 on Windows and remote building on Mac with XCode 10.3.

Root issue: Slow, jerky launch of app when first launched after installation - (is this because text shaders are being compiled on the device?) All subsequent app launches are smooth and fairly quick.

I have googled and search on here and found the release notes for UE4.22 mention that XGE shader comilation must be disabled for iOS builds.

Bug Fix: We no longer throw a warning
about text shaders on iOS when cooking
from Windows - as XGE shader
compilation is on by default and
disables remote shader compilation all
Windows-based builds of iOS projects
will always use text shaders unless
you first disable XGE shader
compilation.

I have tried disabling XGE shader compile in Engine/Config/ConsoleVariables.ini (un-comment r.XGEShaderCompile = 0), however the comments in that .ini file state " We don’t load this file when compiling UE_BUILD_SHIPPING or UE_BUILD_TEST." and it doesn’t appear to make any difference to the packaged output.

Via XCode I can see the following Console message (repeatedly) while launching the app.

LogMetal: Display: Loaded a text shader (will be slower to load)

I also noted this one:
LogMetal: Display: Loaded a text shader (will be slower to load)

I have also tried to add +CVars=r.XGEShaderCompile = 0 to device profiles, but think I’m just doing it wrong. Result was unchanged.

Can anyone offer any help? I am MILES out of my depth here. I’m a solo (serious) beginner, work entirely in Blueprint and am completely unfamiliar with advanced debugging etc via Xcode as I am with config files etc.

Thanks in advance!

Wil

I’m having the same problem. Anyone?