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Before you can use Pipeline State Object (PSO) Caching in your Unreal Engine 4 (UE4) project, you will first need to enable a few options. In the following How-To, we will take a look at all of the options that need to be enabled to generate the needed files for PSO Caching to work.
Steps
Prerequisite: This How-To uses the Action RPG example game project that can be downloaded from the Epic Games launcher.
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From the Main Menu go to Edit > Project Settings > Packaging > Packaging and enable the following options:
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Share Material Shader Code
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Shared Material Native Libraries
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Then, open up the Device Profile tool by going to Window > Developer Tools > Device Profiles .
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Next, in the Existing Device Profiles input, locate the Android option and click the ellipsis next to its name to open that device profile up.
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Under the Console Variables section, look for the Rendering section and press the Plus icon to expose the Search input.
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Inside of the Search input, locate and click on the r.ShaderPipelineCache.Enabled to add it to the list of Rendering variables.
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Then set the value of r.ShaderPipelineCache.Enabled input to a value of 1 .
If your project supports multiple platforms, repeat this process for each of the platforms.
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When that has been completed, restart your Unreal Editor session.
End Results
Now that the necessary project settings for PSO caching are enabled, next we will create and launch a special version of the project that will output the needed PSO data into a file.
For more information, see Gathering PSO Data How-To .