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Description
What happened?
I expected the project, which uses the Cesium for Unreal plugin compiled from source, to package and launch successfully, just as it does when using the pre-built version of the plugin in UE 5.4.
Specifically, I followed the correct workflow for integrating a source-built plugin:
1.Compile the Cesium for Unreal plugin from its source code.
2.Integrate it into a project.
3.Package the project.
I expected that the engine's packaging process ("cooking") would correctly process and include all necessary shaders for the default materials (like DefaultPostProcessMaterial), even when a complex, source-built plugin like Cesium is part of the project. The packaged game should find and use these shader maps without error.
The fact that a fundamental, engine-provided default material fails in this specific scenario (with a source-built plugin in UE 5.5) indicates a potential compatibility issue or regression in the engine's build and packaging pipeline.
Environment
Cesium for Unreal version: 2.21.0
Unreal Engine Version: 5.5.4
Operating System: Windows 11 Professional
Reproduction steps
1.Download the engine source code.
2.Compile the source code (using UE 5.5.4, MSVC 14.38.33130, Visual Studio 2022).
3.Generate a project based on the TestsProject template.
4.Package the project for Windows.
5.Launch the packaged project.
6.The fatal error occurs.
Error Message
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 2966]
Failed to find shader map for default material DefaultPostProcessMaterial(/Engine/EngineMaterials/DefaultPostProcessMaterial.DefaultPostProcessMaterial)! Please make sure cooking was successful (Contains inline shaders, has GTSM)
Additional Context
The same process works without any issues in the following environment: UE 5.4.4, MSVC 14.34.31933, Visual Studio 2022.
Supporting evidence
No response