Enabling & Building PSO Caching

Taking a look getting your UE4 project is ready to build PSO data.

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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.


Prerequisite: This How-To uses the Action RPG example game project that can be downloaded from the Epic Games launcher.

  1. From the Main Menu go to Edit > Project Settings > Packaging > Packaging and enable the following options:

    • Share Material Shader Code

    • Shared Material Native Libraries

      Click for full image.

  2. Then, open up the Device Profile tool by going to Window > Developer Tools > Device Profiles.

  3. 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.

  4. Under the Console Variables section, look for the Rendering section and press the Plus icon to expose the Search input.

  5. Inside of the Search input, locate and click on the r.ShaderPipelineCache.Enabled to add it to the list of Rendering variables.

  6. 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.

  7. 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.

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