I’m a total noob here just early evaluating, but to me it sounds like cached platform asset doesn’t get updated on changes.
My first try will be to delete manually platform assets instead of paks this before to compile shaders.Maybe they compile, but do not overwrite cached platform data.
This way you can also understand if some app keep file handlers to your files preventing update as windows will warn you.
Then try to run any process with the most verbose output you can and with admin rights as so many app fails silently on denied access.I don’t know if it is the case but It’s the best advice I can give without a more specific knowledge of the subject matter.
I also believe you can just focus on the editor as stand alone runs on pak files that are presumably built from the actually cached data you are getting in editor, just in a more load friendly archive file.
I am assuming at the moment that a load of shaders get loaded through a different code path.
I made some changes to the vegetation system that got me a 5 FPS gain with foveated rendering, but that was in the c++ code not the shaders.
The shaders are still proving to be a major headache as you are never sure which ones are loaded, and even when you are sure they are loaded, it’s impossible to work out which techniques are used and which #defines are set when they are compiled
It sounds like you’ve delved deeper than I have so far but I did run into a problem related to shaders. Just in case it helps: I was using the “BuildShaderPak_DX11.bat” file to build the shaders but it is hard coded to work on “SamplesProject”. I had to edit it to point to the project I was working on.