This is a common and longstanding crash that has occurred since at least 4.9. The issue appears to be due to missing ShaderCompileWorker.exe in binaries, but many of these crashes occur in the vanilla editor, and many user comments below claim the editor was working fine until the user opens the Material Editor.
User Descriptions
Source Context
1555 #if UE_BUILD_DEBUG && PLATFORM_LINUX 1556 FPlatformMisc::LowLevelOutputDebugStringf(TEXT("Launching shader compile worker:\n\t%s\n"), *WorkerParameters); 1557 #endif 1558 uint32 WorkerId = 0; 1559 FProcHandle WorkerHandle = FPlatformProcess::CreateProc(*ShaderCompileWorkerName, *WorkerParameters, true, false, false, &WorkerId, PriorityModifier, NULL, NULL); 1560 if (!WorkerHandle.IsValid()) 1561 { 1562 // If this doesn't error, the app will hang waiting for jobs that can never be completed 1563 ***** UE_LOG(LogShaderCompilers, Fatal, TEXT("Couldn't launch %s! Make sure the file is in your binaries folder."), *ShaderCompileWorkerName); 1564 } 1565 1566 return WorkerHandle; 1567 } 1568 }
repro steps currently unknown
Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1564] Couldn't launch D:/Epic Games/UE_4.16/Engine/Binaries/Win64/ShaderCompileWorker.exe! Make sure the file is in your binaries folder. UE4Editor_Engine!FShaderCompilingManager::LaunchWorker() [shadercompiler.cpp:1573] UE4Editor_Engine!FShaderCompileThreadRunnable::LaunchWorkersIfNeeded() [shadercompiler.cpp:1156] UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() [shadercompiler.cpp:1324] UE4Editor_Engine!FShaderCompileThreadRunnableBase::Run() [shadercompiler.cpp:865] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48663 in the post.