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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FMaterial
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CacheGivenTypes
(
const TArray< const FVertexFactoryType* >& VFTypes, |
MaterialShared.h | ||
void CacheGivenTypes
(
EShaderPlatform ShaderPlatform, |
Submits local compile jobs for the exact given shader types and vertex factory type combination. | MaterialShared.h |
CacheGivenTypes(const TArray< const FVertexFactoryType > &, const TArray< const FShaderPipelineType > &, const TArray< const FShaderType * > &)
| Name | CacheGivenTypes |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp |
void CacheGivenTypes
(
const TArray < const FVertexFactoryType * > & VFTypes,
const TArray < const FShaderPipelineType * > & PipelineTypes,
const TArray < const FShaderType * > & ShaderTypes
)
CacheGivenTypes(EShaderPlatform, const TArray< const FVertexFactoryType > &, const TArray< const FShaderPipelineType > &, const TArray< const FShaderType * > &)
Description
Submits local compile jobs for the exact given shader types and vertex factory type combination.
CacheShaders() should be called first to prepare the resource for compilation.
The arrays of shader types, pipeline types and vertex factory types must match.
Entries in the PipelineTypes and ShaderTypes arrays can contain null entries.
These compile jobs are submitted async and it is up to client code to block on results if needed.
| Name | CacheGivenTypes |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
| Include Path | #include "MaterialShared.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp |
void CacheGivenTypes
(
EShaderPlatform ShaderPlatform,
const TArray < const FVertexFactoryType * > & VFTypes,
const TArray < const FShaderPipelineType * > & PipelineTypes,
const TArray < const FShaderType * > & ShaderTypes
)