GLSL_430 shaders are not cooked when deploying a project from Windows to Linux using Launch On.
LogPlayLevel: PLINK: [31m[2016.11.16-18.36.22:414][ 0]LogMaterial:Error: The global shader cache file '/home/epicdev/MyProject3/LinuxNoEditor/Engine/GlobalShaderCache-GLSL_430.bin' is missing.
LogPlayLevel: PLINK:
LogPlayLevel: PLINK: Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build.
LogPlayLevel: PLINK: It also may indicate missing cooked data for a shader platform(e.g., OpenGL under Windows): Make sure your platform's packaging settings include this Targeted RHI.
1. Open UE4Editor.exe
2. Create a new First Person BP project
3. Select the drop down menu to the right of the Launch button
4. Select Device Manager
5. Expand the Add An Unlisted Device section
6. Enter the following device information
7. Select the Add button
8. Close the Device Manager
9. Select the drop down arrow to the right of the Launch button
10. Select your Linux machine in the drop down menu
11. Open the Output Log
RESULT:
The project builds and deploys to the Linux machine. An error appears in the output log stating that the global shader cache file GlobalShaderCache-GLSL_430.bin is missing.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-38691 in the post.
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Component | UE - Platform - Linux |
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Affects Versions | 4.15 |
Target Fix | 4.15 |
Created | Nov 16, 2016 |
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Resolved | Jan 26, 2017 |
Updated | Apr 27, 2018 |