This has occurred so far using ES31 with Launch On to Android. It didn't occur with ES2 or Vulkan.
Error: === Critical error: === Error: Error: Fatal error: [File:D:\Streams\Fortnite_Staging\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 3993] Error: The global shader cache file '../../../Engine/GlobalShaderCache-SF_VULKAN_ES31_ANDROID.bin' is missing. Error: Error: Your application is built to load COOKED content. No COOKED content was found; This usually means you did not cook content for this build. Error: 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. Error: Error: Alternatively build and run the UNCOOKED version instead.
I've been able to Launch on to HTML5 on Firefox with no issues.
This was tested on a Pixel 2, 8.1.0 (Adreno 540)
Repro: 4/4
RESULT: Crash missing global shader cache on (4) but not (6)
libUE4.so!StaticFailDebug(wchar_t const*, char const*, int, wchar_t const*, bool) [] libUE4.so!FMsg::Logf_InternalImpl(char const*, int, FName const&, ELogVerbosity::Type, wchar_t const*, ...) [] libUE4.so!CompileGlobalShaderMap(EShaderPlatform, bool) [] libUE4.so!FEngineLoop::PreInit(wchar_t const*) [] libUE4.so!FEngineLoop::PreInit(int, wchar_t**, wchar_t const*) [] libUE4.so!AndroidMain(android_app*) [] libUE4.so!android_main() [] libUE4.so![Unknown]() [] libc.so![Unknown]() [] libc.so![Unknown]() []
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-57505 in the post.
0 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.20 |
Target Fix | 4.20 |
Created | Apr 9, 2018 |
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Resolved | Jun 8, 2018 |
Updated | Sep 16, 2019 |