Module |
|
Header |
/Engine/Source/Runtime/Engine/Public/ShaderCompiler.h |
Include |
#include "ShaderCompiler.h" |
Source |
/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp |
void RecompileShadersForRemote
(
const FString & PlatformName,
EShaderPlatform ShaderPlatform,
const FString & OutputDirectory,
const TArray< FString > & MaterialsToLoad,
const TArray< FODSCRequestPayload > & ShadersToRecompile,
TArray< uint8 > * MeshMaterialMaps,
TArray< FString > * ModifiedFiles,
bool bCompileChangedShaders
)
Recompiles global shaders
Parameter |
Description |
---|---|
PlatformName |
Name of the Platform the shaders are compiled for |
OutputDirectory |
The directory the compiled data will be stored to |
MaterialsToLoad |
List of Materials that need to be loaded and compiled |
MeshMaterialMaps |
Mesh material maps |
ModifiedFiles |
Returns the list of modified files if not NULL |
bCompileChangedShaders |
Whether to compile all changed shaders or the specific material that is passed |