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Serializable ID structure for FMaterialLayersFunctions which allows us to deterministically recompile shaders
| Name | FMaterialLayersFunctionsID |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialLayersFunctions.h |
| Include Path | #include "Materials/MaterialLayersFunctions.h" |
Syntax
struct FMaterialLayersFunctionsID
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BlendIDs | TArray< FGuid > | Materials/MaterialLayersFunctions.h | ||
| LayerIDs | TArray< FGuid > | Materials/MaterialLayersFunctions.h | ||
| LayerStates | TArray< bool > | Materials/MaterialLayersFunctions.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Append
(
FShaderKeyGenerator& KeyGen |
Materials/MaterialLayersFunctions.h | ||
void AppendKeyString
(
FString& KeyString |
TODO: Investigate whether this is really required given it is only used by FMaterialShaderMapId AND that one also uses UpdateHash. | Materials/MaterialLayersFunctions.h | |
void SerializeForDDC
(
FArchive& Ar |
Materials/MaterialLayersFunctions.h | ||
void UpdateHash
(
FSHA1& HashState |
Materials/MaterialLayersFunctions.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FMaterialLayersFunctionsID& Reference |
Materials/MaterialLayersFunctions.h | ||
bool operator==
(
const FMaterialLayersFunctionsID& Reference |
Materials/MaterialLayersFunctions.h |