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Unreal Engine C++ API Reference > Runtime > Engine > FMaterialResource
- FMaterial::IsPersistent()
- FMaterialResource::IsPersistent()
- FMaterialResourceStats::IsPersistent()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/MaterialShared.h |
Include | #include "MaterialShared.h" |
Source | /Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp |
virtual bool IsPersistent&40;&41; const
Remarks
Should shaders compiled for this material be saved to disk?