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API > API/Runtime > API/Runtime/Engine > API/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?