What It Means & How to Fix It in UE5
Why You’re Seeing This Error
This is a catch-all failure that happens when Unreal Engine tries to compile a shader using FShaderType::CompileShader
, but the compilation fails at a deeper level — usually due to:
- Syntax or semantic errors in the
.usf
shader file - Incorrect or missing entry point functions
- A bad or undefined shader permutation domain
- Missing includes, macros, or parameter mismatches
- A shader being registered incorrectly in C++ via
IMPLEMENT_SHADER_TYPE
orFShaderType
Think of this as the top-level failure message, often followed by specific errors like
X3000
,X3013
,X3501
, etc.
Example Error Message
Fatal Error: Shader compile error in FShaderType::CompileShader - Shader: FMyGlobalShader
Followed by:
error X3013: 'MainVS': no matching entry point defined
error X3000: syntax error: unexpected token '}'
error: Shader format 'SF_METAL' is not supported on this platform
Common Shader Scenarios That Cause This
Entry Point Function Missing
// In .usf
// Missing: void MainVS(...) { }
Syntax Errors in Shader Code
float3 color = float3(1, 0, 1; //Missing closing parenthesis
Shader Registered With Wrong Stage or Entry
IMPLEMENT_SHADER_TYPE(, FMyShader, TEXT("/Shaders/MyShader.usf"), TEXT("MainVS"), SF_Pixel); //SF_Pixel but expecting a vertex shader
Missing #include
Statements
// Using TransformWorldToClip() without Common.ush
#include "/Engine/Private/Common.ush" //Required
No ShaderPermutationDomain Defined (if using modern UE5 system)
// Forgot:
using FPermutationDomain = TShaderPermutationDomain<>;
How to Fix It in UE5 – Step-by-Step
1. Scroll Down to the Real Error Message
The FShaderType::CompileShader
message is general — the specific reason will follow in the log:
LogShaderCompilers: Error: Shader compile error in FShaderType::CompileShader
LogShaderCompilers: Error: /Shaders/MyShader.usf(14): error X3004: undeclared identifier 'MyColor'
2. Fix Any HLSL Errors (X3000, X3004, X3013, etc.)
Examples:
// X3013 fix
void MainVS(...) { } //Define the entry point
// X3004 fix
float MyValue = 1.0f; //Declare the variable before use
3. Check Shader Registration in C++
Make sure your shader is registered properly:
IMPLEMENT_SHADER_TYPE(, FMyShader, TEXT("/Shaders/MyShader.usf"), TEXT("MainVS"), SF_Vertex);
4. Add Required Shader Includes
#include "/Engine/Private/Common.ush"
#include "/Engine/Private/MaterialTemplate.ush"
Missing includes are a common cause of low-level compilation errors.
5. Clean Shader Cache and Recompile
Sometimes, cached bad data causes repeated failure. Clean up:
bashCopyEditDelete DerivedDataCache/
Restart UE5 or run ShaderCompileWorker -clean
Summary: How to Fix “Shader compile error in FShaderType::CompileShader” in UE5
Cause | Fix Example |
---|---|
Shader code syntax error | Correct X3000/X3004-style issues in .usf file |
Entry point missing or mismatched | Add a MainVS , MainPS , or correct function with matching name |
Shader registration mismatch | Fix incorrect stage or entry point in IMPLEMENT_SHADER_TYPE |
Missing macro includes | Include Common.ush , MaterialTemplate.ush , etc. |
Invalid permutation domain | Define FPermutationDomain in shader class |