Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/LocalVertexFactory.h |
Include |
#include "LocalVertexFactory.h" |
Source |
/Engine/Source/Runtime/Engine/Private/LocalVertexFactory.cpp |
static bool ShouldCompilePermutation
(
const FVertexFactoryShaderPermutationParameters & Parameters
)
Should we cache the material's shadertype on this platform with this vertex factory?