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Shader Error: Shader Compile Error in FShaderType::CompileShader

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 or FShaderType

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

CauseFix Example
Shader code syntax errorCorrect X3000/X3004-style issues in .usf file
Entry point missing or mismatchedAdd a MainVS, MainPS, or correct function with matching name
Shader registration mismatchFix incorrect stage or entry point in IMPLEMENT_SHADER_TYPE
Missing macro includesInclude Common.ush, MaterialTemplate.ush, etc.
Invalid permutation domainDefine FPermutationDomain in shader class
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