FShaderCompilingManager::ProcessAsyncResults

Processes completed asynchronous shader maps, and assigns them to relevant materials.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/ShaderCompiler.h

Include

#include "ShaderCompiler.h"

Source

/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp

Syntax

void ProcessAsyncResults
(
    bool bLimitExecutionTime,
    bool bBlockOnGlobalShaderCompletion
)

Remarks

Processes completed asynchronous shader maps, and assigns them to relevant materials.

Parameters

Parameter

Description

bLimitExecutionTime

When enabled, ProcessAsyncResults will be bandwidth throttled by ProcessGameThreadTargetTime, to limit hitching. ProcessAsyncResults will then have to be called often to finish all shader maps (eg from Tick). Otherwise, all compiled shader maps will be processed.

bBlockOnGlobalShaderCompletion

When enabled, ProcessAsyncResults will block until global shader maps are complete. This must be done before using global shaders for rendering.

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