![]() In this case, we are in the M_Egg material: Now we get a folder per material name, and a special one called Global. ![]() Now for every shader format/platform, you’ll find a subfolder, in this case PC D3D Shader Model 5: Let’s analyze the full path for a dumped file:ĭ:\UE4\Samples\Games\Tapp圜hicken\Saved\ShaderDebugInfo\PCD3D_SM5\M_Egg\LocalVF\BPPSFNoLMPolicy\f If you’re debugging a particular material, you can edit the material in the editor and then apply or save, this will dump the shader files again. This will recompile shaders and dump all the intermediate files in your Project/Saved/ShaderDebugInfo folder. To build them in debug, change your solution properties (Visual Studio: Build->Configuration Manager) for ShaderCompileWorker to Debug_Program:Īt this point, you’ll want to generate the files you’ll be able to debug enabling the cvars will allow subsequent compilations to dump out the generated files to force a rebuild of all shaders, add a space or a change to Engine/Shaders/f, and re-run the editor. On your ConsoleVariables.ini file (usually located at Engine/Config/ConsoleVariables.ini), enable these cvars:īy default, UnrealBuildTool (UBT) will generate projects for tools to always compile in Development. Enable CVars to allow dumping intermediate shaders ![]() This post will allow you to debug any issues associated with it. During development, it’s a good idea to take a look at what exactly UE4 is sending to the platform’s shader compiler.
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