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Unreal Engine C++ API Reference > Plugins > Niagara
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Module | Niagara |
Header | /Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraCompileHashVisitor.h |
Include | #include "NiagaraCompileHashVisitor.h" |
Syntax
struct FNiagaraCompileHashVisitor
Remarks
Used to store the state of a graph when deciding if it has been dirtied for recompile.
Variables
Type | Name | Description | |
---|---|---|---|
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FSHA1 & | HashState | |
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TArray< const void * > | ObjectList | |
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TArray< FNiagaraCompileHashVisitorDebugInfo > | Values | Debug data about the compilation hash, including key value pairs to detect differences. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FNiagaraCompileHashVisitor
(
FSHA1& InHashState |
Functions
Type | Name | Description | |
---|---|---|---|
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FNiagaraCompileHashVisitorDebugInfo * | AddDebugInfo () |
|
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int32 | RegisterReference
(
const void* InObject |
Registers a pointer for later reference in the compile id in a deterministic manner. |
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void | ToDebugString
(
const T* InData, |
|
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bool | UpdateArray
(
const TCHAR* InDebugName, |
Adds an array of POD (plain old data) values to the hash. |
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bool | UpdateName
(
const TCHAR* InDebugName, |
Adds the string representation of an FName to the hash |
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bool | UpdatePOD
(
const TCHAR* InDebugName, |
Adds a single value of typed POD (plain old data) to the hash. |
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bool | UpdateReference
(
const TCHAR* InDebugName, |
We don't usually want to save GUID's or pointer values because they have nondeterministic values. |
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bool | UpdateShaderFile
(
const TCHAR* ShaderFilePath |
|
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bool | ||
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bool | UpdateString
(
const TCHAR* InDebugName, |
Adds an string value to the hash. |
Constants
Name | Description |
---|---|
LogCompileIdGeneration |