Description

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)

Steps to Reproduce

Repro: 4/4

  1. Create a new project
  2. Edit Android Project Settings to enable ES31 and disable ES2
  3. Do not exit the editor.
  4. Launch On to a device
  5. Edit the editor
  6. Launch on device

RESULT: Crash missing global shader cache on (4) but not (6)

Callstack
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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Fixed
ComponentUE - Platform - Mobile
Affects Versions4.20
Target Fix4.20
Fix Commit4120444
Main Commit4124555
Release Commit4120444
CreatedApr 9, 2018
ResolvedJun 8, 2018
UpdatedSep 16, 2019
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