Navigation
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
(
const FVertexFactoryShaderPermutationParameters & Parameters
)
Remarks
Should we cache the material's shadertype on this platform with this vertex factory?