Hello, im getting this error on launch LowLevelFatalError [File:C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 6931] Missing global shader FClearStreamingRequestCount_CS's permutation 0, Please make sure cooking was successful. Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping Palworld_Win64_Shipping kernel32 ntdll any help?
Why am I even bothering mentioning anything about raytracing not being supported by the game.
You didn't even read your own settings.
r.texturestreaming=1 r.texturestreaming=0
You enabled textures streaming, then you disabled it. The bottom one overwrites the top one. Also I don't suggest disabling texture streaming, unless you want load freezes.
Also all settings will only be enabled on game launch, if you use [ConsoleVariables] instead of [SystemSettings] Besides any of the raytracing settings don't do anything.
This is also lel. [/Script/Engine.RendererSettings] r.RayTracing.ForceAllRayTracingEffects=0
As r.RayTracing=1 isn't used, you might as well not have it there.
Put everything in alphabetical order, and then try them out one by one. You could still use dxgi.dll file to enable the console in the main menu, then load a game up, and then you can tweak settings realtime. Though at the moment, there is an issue if you load a game up, the devs disable the console, but only reopening the console, if it was already opened in the main menu, it will stay open. But sadly, the damn game chat interferes, when pushing enter.
It's Nanite. Remove these from your Engine.ini and it will start again: r.Nanite=1 r.Nanite.ProjectEnabled=1 r.Nanite.MaxPixelsPerEdge=2 r.Nanite.MaxVisibleClusters=6291456 r.Nanite.MaxCandidateClusters=12582912 r.Nanite.Streaming.StreamingPoolSize=1024 r.Nanite.Streaming.NumInitialRootPages=1024 r.Nanite.ProxyRenderMode=2 No idea if RTX will be on or off, just checked what's the issue for the crash.
It's highly likely that the game WAS NOT designed with Nanite in mind, and as such the materials and models won't have it enabled (it's a simple checkbox in the Unreal editor), meaning enabling Nanite is pointless.
On top of that, you're defining features MULTIPLE times, and there's one or two in the file that you're setting to 1, then immediately setting to 0, thereby making those pointless.
You don't need to include GameUserSettings.ini since those will get reset when the user changes the settings in the game or when the game runs it's benchmark when you hit F in the graphics settings menu
Yeah, dungeons will be most apparent in terms of textures missing entirely. Also yeah seen loads of engine.ini mods where peeps just copy paste settings from other games, or just have duplicate settings, or use true instead of 1, and actually disable settings. Hey can ya check on my mod post (I only got 1 "mod"), if any of the issues I mentioned in the sticky post are solvable without having to do palworld dev work? Would be amazing if I could make it even better, spent my whole previous week going through 1 by 1, seeing what does what and what is peformance heavy.
This does not enable raytracing. You don't enable lumen. You only have enabled some pointless stuff, and reflections.
I can access console commands in the game, so I can see what stuff I can enable in the game, anything grayed out can't be messed with. Anything listed is a valid command, if it ain't there, it can't be messed with, you'll just get an invalid command.
Go check out https://www.nexusmods.com/palworld/mods/9?tab=bugs
edit: this was for the 1080p gameusersettings, that doesn't even come with engine ini file. Aka it did basically nothing, besides just increase scalability settings.
That's not how that works.Grayed out in the console means the variable can't be changed while the game is running not that it can't be used,
While some commands are read only(grayed out) this does not mean they can't be manipulated by the end user by putting them in the engine.ini allowing them to be used as the engine ini toggles settings before the runtime is started/starting up.
To test this for Yourself if You like You can use any grayed out command but for instance r.pathtracing is one of these variables that will be grayed out and must be set at runtime. check it in game and you will see the value returned in the console as r.pathtracing=0 and it will be grayed out(read only) exit the game and add r.pathtracing=1 in the engine.ini and then boot up the game and check you will see that the engine now has it set r.Pathtracing=1 but it will still be grayed out as it's read only.
Another grayed out command that can be put in the engine ini that will guarantee a result if it gets turned on or not is the r.Raytracing=1 command. This is the old raytracing method that UE5 doesn't use anymore. When in the editor while the game is being developed this option when enabled via the rendering section in the project setting requires the engine to restart and then it builds extra shaders that need/would be shipped with the packaged game once cooked. Enabling this command via the engine.ini when these shaders aren't in the files will result in a crash 100% of the time as it will be looking for those missing shaders.
Edit: Also since I've run across this over multiple UE5 games: If any of these commands are coming back invalid in the console they might need to be expressed differently such as instead of r.Lumen.HardwareRayTracing=True it may need to be r.Lumen.HardwareRayTracing=1 or even drop the = altogether (ie: r.Lumen.HardwareRayTracing 1) will be acceptable to the console for some games. IDK why.
Edit: ah yeah didn't see the last part from Goku, he said the same thing as I did. Also kobi, you didn't say anything, you just copy pasted a link. Go put this into the game engine.ini go tell use how well your raytracing works, anything else does not enable raytracing, any other engine.ini that exist on nexus for palworld doesn't enable, it because it would crash instantly. [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 [SystemSettings] r.RayTracing=1
Old message: Okay. I'll say it again. You can't enable r.RayTracing with DX12, because that gives an error of a missing shader. Unless someone can find a way how to get rid of that error by ignoring it or find the shader file for it, for now I stick to my point, you can't use any raytracing setting in the game, as long as r.RayTracing is disabled. r.Raytracing.Enable isn't a valid command, and r.RayTracing.EnableInGame=1 is already enabled by default by the game, but it won't do anything, until two things are enabled, and all shaders that are needed are present. Also that means not a single lumenhardware raytracing feature will work.
DynamicGlobalIlluminationMethod=1 enables lumen, and other raytracing features, but you can't use any of the raytracing features if you don't have the very first raytracing enabled. There is another mod that says it has raytracing enabled, I proved them wrong, I did screenshots with raytracing on and off, while keeping everything else on, and no difference, only big difference was DGIM.
So IKobi please stop spreading misinformation about this game.
In 1.1.2 Ok at least you have lumen now working. By using DynamicGlobalIlluminationMethod=1. Also for the best sort of lumen reflections you have at least this too r.ReflectionMethod=1 including this r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
this isn't needed, it's on by default, and you have duplicates of it r.Lumen.Reflections.Allow=1 r.Lumen.Reflections.Allow=1 r.Lumen.Reflections.Allow=True (true turns it off, any letter will be considered as 0) But yeah, because the very last one is True, you actually nullify the two 1 values, that weren't even needed, and this too. r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
Ok, so next issue, not sure if you can even fix it without redoing the skybox itself, but night time is way too dark it seems the moon/stars isnt an actual light source basically- leaving nothing to illuminate leaving it pitch pitch black. Personally I kinda like it but no one else has so far lol
what the fire/sun doin, aka how to turn off egregious lens flare off fires its bad, maybe if the effect looked ok then keep it on just sun but it looks terrible on the 1440p setup
went into one of the files and changed flare=1 to 0 and it removed it
btw if you use %LOCALAPPDATA%\Pal\Saved\Config\Windowsit will take you directly to the right folder for the current user. You can just copy and paste it into Windows explorer
Actual 0 difference between using the gameusersettings.ini provided, my own before changes, and copying the stuff in discription an enabling rtx. none. not even HDR (yes i have an HDR monitor and its enabled)
42 comments
LowLevelFatalError [File:C:\works\Pal-UE-EngineSource\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 6931] Missing global shader FClearStreamingRequestCount_CS's permutation 0, Please make sure cooking was successful.
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
Palworld_Win64_Shipping
kernel32
ntdll
any help?
You didn't even read your own settings.
r.texturestreaming=1
r.texturestreaming=0
You enabled textures streaming, then you disabled it. The bottom one overwrites the top one.
Also I don't suggest disabling texture streaming, unless you want load freezes.
Also all settings will only be enabled on game launch, if you use [ConsoleVariables] instead of [SystemSettings]
Besides any of the raytracing settings don't do anything.
This is also lel.
[/Script/Engine.RendererSettings]
r.RayTracing.ForceAllRayTracingEffects=0
As r.RayTracing=1 isn't used, you might as well not have it there.
Put everything in alphabetical order, and then try them out one by one.
You could still use dxgi.dll file to enable the console in the main menu, then load a game up, and then you can tweak settings realtime.
Though at the moment, there is an issue if you load a game up, the devs disable the console, but only reopening the console, if it was already opened in the main menu, it will stay open.
But sadly, the damn game chat interferes, when pushing enter.
r.Nanite=1
r.Nanite.ProjectEnabled=1
r.Nanite.MaxPixelsPerEdge=2
r.Nanite.MaxVisibleClusters=6291456
r.Nanite.MaxCandidateClusters=12582912
r.Nanite.Streaming.StreamingPoolSize=1024
r.Nanite.Streaming.NumInitialRootPages=1024
r.Nanite.ProxyRenderMode=2
No idea if RTX will be on or off, just checked what's the issue for the crash.
It's highly likely that the game WAS NOT designed with Nanite in mind, and as such the materials and models won't have it enabled (it's a simple checkbox in the Unreal editor), meaning enabling Nanite is pointless.
On top of that, you're defining features MULTIPLE times, and there's one or two in the file that you're setting to 1, then immediately setting to 0, thereby making those pointless.
You don't need to include GameUserSettings.ini since those will get reset when the user changes the settings in the game or when the game runs it's benchmark when you hit F in the graphics settings menu
Also yeah seen loads of engine.ini mods where peeps just copy paste settings from other games, or just have duplicate settings, or use true instead of 1, and actually disable settings.
Hey can ya check on my mod post (I only got 1 "mod"), if any of the issues I mentioned in the sticky post are solvable without having to do palworld dev work?
Would be amazing if I could make it even better, spent my whole previous week going through 1 by 1, seeing what does what and what is peformance heavy.
Kinda misleading tbh, you should update it.
I can access console commands in the game, so I can see what stuff I can enable in the game, anything grayed out can't be messed with. Anything listed is a valid command, if it ain't there, it can't be messed with, you'll just get an invalid command.
Go check out https://www.nexusmods.com/palworld/mods/9?tab=bugs
edit: this was for the 1080p gameusersettings, that doesn't even come with engine ini file. Aka it did basically nothing, besides just increase scalability settings.
While some commands are read only(grayed out) this does not mean they can't be manipulated by the end user by putting them in the engine.ini allowing them to be used as the engine ini toggles settings before the runtime is started/starting up.
To test this for Yourself if You like You can use any grayed out command but for instance r.pathtracing is one of these variables that will be grayed out and must be set at runtime. check it in game and you will see the value returned in the console as r.pathtracing=0 and it will be grayed out(read only) exit the game and add r.pathtracing=1 in the engine.ini and then boot up the game and check you will see that the engine now has it set r.Pathtracing=1 but it will still be grayed out as it's read only.
Another grayed out command that can be put in the engine ini that will guarantee a result if it gets turned on or not is the r.Raytracing=1 command. This is the old raytracing method that UE5 doesn't use anymore. When in the editor while the game is being developed this option when enabled via the rendering section in the project setting requires the engine to restart and then it builds extra shaders that need/would be shipped with the packaged game once cooked. Enabling this command via the engine.ini when these shaders aren't in the files will result in a crash 100% of the time as it will be looking for those missing shaders.
Edit: Also since I've run across this over multiple UE5 games: If any of these commands are coming back invalid in the console they might need to be expressed differently such as instead of r.Lumen.HardwareRayTracing=True it may need to be r.Lumen.HardwareRayTracing=1 or even drop the = altogether (ie: r.Lumen.HardwareRayTracing 1) will be acceptable to the console for some games. IDK why.
Also kobi, you didn't say anything, you just copy pasted a link.
Go put this into the game engine.ini go tell use how well your raytracing works, anything else does not enable raytracing, any other engine.ini that exist on nexus for palworld doesn't enable, it because it would crash instantly.
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
[SystemSettings]
r.RayTracing=1
Old message:
Okay. I'll say it again.
You can't enable r.RayTracing with DX12, because that gives an error of a missing shader. Unless someone can find a way how to get rid of that error by ignoring it or find the shader file for it, for now I stick to my point, you can't use any raytracing setting in the game, as long as r.RayTracing is disabled.
r.Raytracing.Enable isn't a valid command, and r.RayTracing.EnableInGame=1 is already enabled by default by the game, but it won't do anything, until two things are enabled, and all shaders that are needed are present.
Also that means not a single lumenhardware raytracing feature will work.
DynamicGlobalIlluminationMethod=1 enables lumen, and other raytracing features, but you can't use any of the raytracing features if you don't have the very first raytracing enabled.
There is another mod that says it has raytracing enabled, I proved them wrong, I did screenshots with raytracing on and off, while keeping everything else on, and no difference, only big difference was DGIM.
So IKobi please stop spreading misinformation about this game.
Ok at least you have lumen now working. By using DynamicGlobalIlluminationMethod=1.
Also for the best sort of lumen reflections you have at least this too
r.ReflectionMethod=1
including this
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
this isn't needed, it's on by default, and you have duplicates of it
r.Lumen.Reflections.Allow=1
r.Lumen.Reflections.Allow=1
r.Lumen.Reflections.Allow=True (true turns it off, any letter will be considered as 0)
But yeah, because the very last one is True, you actually nullify the two 1 values, that weren't even needed, and this too.
r.Lumen.TranslucencyReflections.FrontLayer.Enable=1
went into one of the files and changed flare=1 to 0 and it removed it
%LOCALAPPDATA%\Pal\Saved\Config\Windows
it will take you directly to the right folder for the current user. You can just copy and paste it into Windows explorer