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Runtime code sticks scripts to compile along with their shader map here Niagara Editor ticks in FNiagaraShaderQueueTickable, kicking off compile jobs
| Name | FNiagaraCompilationQueue |
| Type | class |
| Header File | /Engine/Plugins/FX/Niagara/Source/NiagaraShader/Public/NiagaraShared.h |
| Include Path | #include "NiagaraShared.h" |
Syntax
class FNiagaraCompilationQueue
Structs
| Name | Remarks |
|---|---|
| NiagaraCompilationQueueItem |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Singleton | FNiagaraCompilationQueue * | NiagaraShared.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CompilationQueue | TArray< NiagaraCompilationQueueItem > | NiagaraShared.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< NiagaraCompilationQueueItem > & GetQueue() |
NiagaraShared.h | ||
void Queue
(
FNiagaraShaderScript* InScript, |
NiagaraShared.h | ||
void RemovePending
(
FNiagaraShaderScript* InScript |
NiagaraShared.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FNiagaraCompilationQueue * Get() |
NiagaraShared.h |