FShaderLibraryCooker::SaveShaderLibraryWithoutChunking

Saves collected shader code to a single file per shader platform When chunking is enabled, this call will not write the shader code, only the SCL.CSV file with the stable shader info.

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 SaveShaderLibraryWithoutChunking
(
    const ITargetPlatform * TargetPlatform,
    FString const & Name,
    FString const & SandboxDestinationPath,
    FString const & SandboxMetadataPath,
    TArray< FString > & PlatformSCLCSVPaths,
    FString & OutErrorMessage
)

Remarks

Saves collected shader code to a single file per shader platform When chunking is enabled, this call will not write the shader code, only the SCL.CSV file with the stable shader info.

Returns

true if successful

Parameters

Parameter

Description

TargetPlatform

target platform

Name

shader library name

SandboxDestinationPath

where to put the .ushaderbytecode file(s)

SandboxMetadataPath

path for the metadata (not a part of the build itself, but produced together with the build)

PlatformSCLCSVPaths

path where to put the information about the shader hashes

OutErrorMessage

used to return the details of the failure (if failed)

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