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Unreal Engine C++ API Reference > Runtime > Engine > FParticleSpriteVertexFactory
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/ParticleVertexFactory.h |
Include | #include "ParticleVertexFactory.h" |
Source | /Engine/Source/Runtime/Engine/Private/Particles/ParticleVertexFactory.cpp |
static bool ShouldCompilePermutation
&40;
const FVertexFactoryShaderPermutationParameters & Parameters
&41;
Remarks
Should we cache the material's shadertype on this platform with this vertex factory?