ID

Serializable [ID](API\Runtime\Engine\Materials\FMaterialLayersFunctions\ID) structure for [FMaterialLayersFunctions](API\Runtime\Engine\Materials\FMaterialLayersFunctions) which allows us to deterministically recompile shaders

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Materials/MaterialLayersFunctions.h

Include

#include "Materials/MaterialLayersFunctions.h"

Syntax

struct ID

Remarks

Serializable ID structure for FMaterialLayersFunctions which allows us to deterministically recompile shaders

Variables

Name Description

Public variable

TArray< FGuid >

 

BlendIDs

Public variable

TArray< FGuid >

 

LayerIDs

Public variable

TArray< bool >

 

LayerStates

Functions

Name Description

Public function Const

void

 

AppendKeyString

(
    FString& KeyString
)

TODO: Investigate whether this is really required given it is only used by FMaterialShaderMapId AND that one also uses UpdateHash.

Public function

void

 

SerializeForDDC

(
    FArchive& Ar
)

Public function Const

void

 

UpdateHash

(
    FSHA1& HashState
)

Operators

Name Description

Public function Const

bool

 

operator==

(
    const ID& Reference
)

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss