RecompileShadersForRemote

Recompiles global shaders

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 RecompileShadersForRemote
(
    const FString & PlatformName,
    EShaderPlatform ShaderPlatform,
    const FString & OutputDirectory,
    const TArray < FString > & MaterialsToLoad,
    TArray < uint8 > * MeshMaterialMaps,
    TArray < FString > * ModifiedFiles,
    bool bCompileChangedShaders
)

Remarks

Recompiles global shaders

Parameters

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

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