FShaderLibraryCooker::SaveShaderLibraryChunk

Saves a single chunk of the collected shader code (per shader platform).

Windows
MacOS
Linux

References

Module

RenderCore

Header

/Engine/Source/Runtime/RenderCore/Public/ShaderCodeLibrary.h

Include

#include "ShaderCodeLibrary.h"

Source

/Engine/Source/Runtime/RenderCore/Private/ShaderCodeLibrary.cpp

Syntax

static bool SaveShaderLibraryChunk
(
    int32 ChunkId,
    const TSet< FName > & InPackagesInChunk,
    const ITargetPlatform * TargetPlatform,
    const FString & SandboxDestinationPath,
    const FString & SandboxMetadataPath,
    TArray< FString > & OutChunkFilenames
)

Remarks

Saves a single chunk of the collected shader code (per shader platform). Does not save SCL.CSV info. This code path is only called if we're chunking. FIXME: this function does not write build metadata

Returns

true if successful

Parameters

Parameter

Description

ChunkId

the chunk id

InPackagesInChunk

packages that belong to the chunk

TargetPlatform

target platform

SandboxDestinationPath

where to put the .ushaderbytecode file(s)

OutChunkFilenames

array where the function will append the full paths of the written files

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